Advertisement

Civilization Fanatics' Center


Order Civilization IV: Beyond the Sword

Go Back   Civilization Fanatics' Center
Forums Register Downloads Gallery Chat FAQ Members List Calendar

General

Civilization IV

Civilization III

Civilization II

Civilization I

Miscellaneous

 
Civilization IV: Info Center
By Ginger_Ale at 2008-04-04 20:51

Who has been working on this article?

Most recent update posted on Monday, July 3rd, 2006

Discussion Thread | Article Help | Update History


Article Navigation

The sections below cover everything you need, or want to know about Civilization IV. Click on one to begin, or use "CTRL-F" to search for key-words.

Note: This article is best viewed under 1024x768 or higher resolutions.

  1. Introduction
  2. Newest Updates
  3. Civilization IV: Warlords
  4. The Big Picture
  5. Official Game Features
  6. Release Date
  7. Requirements to Play
  8. A New Expression
  9. User Interface & Control
  10. Landscape Characteristics
  11. Victory or Defeat?
  12. The 18 Civilizations
  13. Artificial Intelligence
  14. International Affairs
  15. Controlling Your People... by Decree
  16. A New Aspect: Religion
  17. The Influence of Great People
  18. City Essentials
  19. Building Options
  20. Wonders of the World
  21. Your Advances
  22. The Military Backbone: Units
  23. A New Combat System
  24. The Multiplayer
  25. Customization Flexibility
  26. In-Game Visuals
  27. Helpful Links
  28. Miscellaneous Article Information
  29. Update Information
  30. Current Sources

Info Center Introduction

Welcome to the Sid Meiers Civilization IV Information Center!

Box ShotThis information is meant to give anyone a deep, factual understanding of Sid Meier's Civilization IV (the sequel to Sid Meier's Civilization III) as well as Civilization IV: Warlords (the first expansion pack of the base game). The article will keep up to the very last detail of information that is currently available to us. Material is gathered from all sources available (in a detailed manner) and put into this article as one organized piece. This should make it very easy to find virtually everything you want to know, without having to surf through multiple places on the web to find what you need. You don't have to be a Civilization III veteran to understand what we are talking about here, since this is a brand new Civilization... a historical simulation/strategy game series which has won multiple game awards, and which is accepted the world over as being the greatest, and finest turn-based strategy game series on the planet!

The game has been released, but it does not mean that this article will not be updated with more news as it comes (patches, expansions, etc)! This information is up to date as of Monday, July 3rd, 2006, and up to the latest available bit of information. As information changes, or is released, I will be updating this as soon as possible so it evolves to be factual. I recommend that you check out the updates (when they are posted), so that you stay informed, and up-to-date as well. Checking the "Miscellaneous Information" section occasionally can also give you a heads-up on some other things either in regards to this article, or other information. From what we have gathered so far, as well as the great reviews the game has been receiving, I believe we can all form our own opinions of it.

This is the most detailed and extensive, most viewed, and also the most updated place for all things Civilization IV from around the web.

Currently, there are a total of 360+ gathered game details, with nine new additions! Don't miss out, discuss the article!

Top


Newest Updates

This is the section for looking up all the current new updates on the go from Monday, July 3rd. They are not organized in any way, so it is highly recommended that you read through past this section and take a more in-depth look at the rest.

  • Patch v1.61 has been released. There are many changes, fixes, and additions. Its size is 45.7MB and can be downloaded here. The SDK and PitBoss are also available. Get these here.

Top


Civilization IV: Warlords

This is the first expansion to the original Civilization IV. It is due out this summer, in late July (2006).

Top


The Big Picture

Here we'll look at the very basics of the game, from its creators and the design elements they implement, to what general game-play aspects it will contain.

  • Development & Producers: The new Sid Meier's Civilization IV was developed by Firaxis Games (based in Hunt Valley, Maryland, U.S.A.). It is much more streamlined and full of personality. Unlike the Civilization III series, the publisher will not be Atari, as they have sold off the Civilization Franchise to Take-Two Interactive. Take-Two confirmed this on January 26th, although it has been known that Atari sold the Franchise since November 24th, 2004. The game was published under Take-Twos publishing label 2K Games.
    The senior producer of the game was Barry Caudill (he produced Sid Meier's Pirates!), and the producer Jesse Smith. Jesse was the producer of Civilization III: Conquests as well (the last, and most commendable expansion of the Civ3 series). The project lead, and lead designer of the game was Soren Johnson, he programmed and co-designed Civ3 along with company CEO, Jeff Briggs. For more information on Firaxis staff, check out the Bios section on their website.

    • About 38 people have been dedicated to certain segments of Civ4 (terrain, cities, interface, etc). It will take thousands of people hours to complete the project. Firaxis also says that they have many (100+) active Civilization fans testing and giving feedback to Firaxis. This number is rising. However fans have been giving feedback since June of 2004 in a private online forum.

    • News that Civilization IV was in the very early stages of development first came on December 4th, 2003. Development of Civ4 most likely started around Spring time in 2003 (more than two years ago). At around the Fall time of the same year, Firaxis had an early Multiplayer version up and playing. The basic game-play elements were established then. After that period (around May of 2005) much more attention has been given to improving the AI (or Artificial Intelligence). The game hit Beta in August and from then on, much more attention was given to polishing up the different aspects of it. Civ4 went Gold on October 19th, and shipped on the 25th, although most people got their copy on October 26th.

  • Good news for Macintosh Gamers! Civilization IV will be available for the Mac in early 2006 [source]. Aspyr Media is bringing the game to the Mac. Civilization III: Complete (featuring both expansions of Civ3: Play The World and Conquests) will also be available for the Mac later this year, in December.

  • Firaxis Memo: Firaxis has updated their "Behind the Scenes" section on their website with a new Winter-edition Memo. The part below includes content on Civ4:
    Civilization IV has been flying off the shelves and has received loads of great reviews. We want to thank our fans for your unwavering support, and particularly for your tremendous feedback that helped get us through some initial technical issue right after the release of the game. Our team worked tirelessly to fix the problems quickly and post a patch to help those folks experiencing difficulties in running the game. Civ fans are truly extraordinary! And dont forget... Santa will be bringing another gem of a gift in January... the Civ IV SDK! This is an unprecedented offering and we cant wait to see what all of you budding Civ designers will create!

    • "Civilization is much more of collaboration between our designers and our fans. We've had a lot of feedback over the years about what works and what doesn't in Civilization and it's had a big impact on the final game." - Sid Meier said in a GameSpy Interview.

    • Many conventions which have remained the same since Civilization I (which came out in 1991) have been rewritten to ensure a quality new game.

  • The game was written entirely from scratch using flexible XML data files, as well as the Python scripting language. Boost.Python (this allows for seamless interoperability between C++ and the Python programming language) was used as the interface layer between the C++ game code and Python. Python is used in the game for map generation, interface screens, game events, tools, tutorials, etc. If you want to see how this will affect customization of the game (or any other aspect relating to customization), look under Customization Flexibility. The new 3D engine will also allow for greater possibilities (find under A New Expression).

  • Firaxis main focus is aiming to keep the game true, simple, but mostly to lose aspects which are not fun (find under Controlling Your People... by Decree for aspects which have been removed because they are not fun to the player), and to maintain a successful Civilization Franchise. They also plan to break free of some bad habits from previous Civilization titles. For more information on maintaining a successful Franchise, see the PowerPoint entitled Dont Blow It!, by lead Civilization IV designer, Soren Johnson. An article that relates to the PowerPoint is "Civ4: A Model in Franchise Progression" where Soren talks about the challenges of improving on a successful model while simultaneously keeping hardcore fans satisfied. That being said, Civ4 will not be totally different in concept than Civ3. Don't let this fool you into thinking that it will just be a small improvement over Civ3, though! Remember, it is rewritten from scratch, so there is a lot of change/alteration and major innovation.

    • In order to fight team fatigue, Firaxis will rotate its design responsibilities (with different lead designers).

    • Firaxis will not be afraid to slightly change its target audience a bit, as keeping the same audience will lead to the loss of a certain percent of people per cycle. They will still, however, make base fans comfortable with the same fonts, icons, and map placement, a similar number of units on the screen, etc

    • Civ4 being a maturation of the franchise (since it will focus on more multiplayer, and modability, unlike Civ3, as it was under a lot of pressure), they will keep adding more game-play/design innovation and not just adding more content or "Stuff." Making everything a little better will be much less compelling to the player than a significant improvement in just a few areas. Soren also quotes Electronic Art's (EA's) Bing Gordon that "1/3 old, 1/3 improved, and 1/3 new" is a good rule of thumb. Simplifying old systems will leave room for new design elements.

    • Firaxis will also "borrow" useful elements mostly from Real-Time Strategy (RTS) games. An example with Civ3 was the distinct civilizations, unique units, abilities, and multi-unit forces or armies.

  • Civilization IV will continue on to what Civ3 has had -- The core game-play concept still remains the same. It is a turn-based, tile-based, historical simulation/strategy empire building game. You are put as the emperor of a powerful civilization, ruling your empire by decree, with one goal in mind: to stand the test of time (which has been the appropriate slogan of Firaxis). You start out with a small tribe and lead them to greatness, to the post-nuclear age and beyond.

    • The game is even more about strategy than ever. It is more about decision making and less about the established motions that have built up over the years.

Top


Official Game Features

Below is an exact quote of the official features of Civilization IV that the Publishers and Developers have released. Do not forget to go to Civ4.com for much more information!!!

Overview

With over 6 million units sold and unprecedented critical acclaim from fans and press around the world, Sid Meier's Civilization is recognized as one of the greatest PC game franchises of all-time. Now, Sid Meier and Firaxis Games take this incredibly fun and addictive game to new heights by adding new ways to play and win, new tools to manage and expand your civilization, all-new easy to use mod capabilities and intense multiplayer modes and options. Civilization IV comes to life like never before in a beautifully detailed, living 3D world that elevates the game-play experience to a whole new level. Sid Meier's Civilization IV has already been heralded as one of the top games of 2005, and a must-have for gamers around the globe!

Features

  • Civ IV comes to life! - Beautiful 3D world with dozens of fully animated units (including culturally unique units) and totally customizable armies. Detailed cities and wonders will appear on the map. Wonder movies are back!

  • Greater Accessibility and Ease of Play - An easy-to-use interface will be immediately familiar to RTS and action game players, and newcomers to the series will be able to jump in and play.

  • Multiplayer -LAN, Internet, PBEM and Persistent Turn-Based Server (PTBS or PitBoss) offer players all-new strategies and ways to play when competing or cooperating with live opponents.

  • Team Play - Whether playing multiplayer or single player, team play offers a new way of setting locked alliances that result in shared wonder effects, visibility, unit trading and shared territory that delivers a plethora of new strategic and tactical options.

  • Mods and Community Tools - Designed from the ground up for modability, the game contains a powerful map editor with XML and Python support.

  • Choose Your Leader - Many Civs now have 2 leaders from which to choose, with each Leader having traits that provide various bonuses to the player and lots of replayability.

  • Civics - With the discovery of new techs, civic options can become available. Freedom of speech or slavery? Hereditary rule or open elections? This creates endless government choices and possibilities!

  • Religion - Now there are 7 religions in the game that are unlocked through researching. When unlocked, the religion spreads through a player's empire allowing them to use the religion to help manage happiness, gain gold and create Great Prophets.

  • Great People - As the player uses specialists they gain Great People points in the city that is utilizing the specialists. Great People include the Artist, Tycoon, Prophet, Engineer, & Scientist. They can be used to get free techs, start Golden Ages, or join a city to increase its output.

  • Promotions - Each unit has a promotion path that emphasizes specific unit traits. Promotions include bonuses to Attack/Defend on specific terrains/features, movement bonuses, sight/visibility bonuses and increased withdrawal chances.

  • Tech Tree - Flexible Tech tree allows players more strategic choices for developing their civilizations along unique paths.

  • More Civs and all new Units and Improvements to enhance and grow your empire.

  • Faster-Paced Fun - Game-play has been streamlined for a tighter, faster and more compelling experience.

  • In-Game Movies - Civ IV will have over 70 in-game movies and animated sequences.

Top


Release Date

Perhaps this is the most important question to most people. When will the game actually be released?

  • Take-Two Games has pushed the release of Civilization IV up by a few weeks. The game was released on October 25th, although most people didn't get the game by the 26th in North America. Click here (from the official Take-Two website) and here to read more on this (from GameSpot).

    • 2K Games had launched the Sid Meier's Civilization IV Pre-order program. Here is a quote from GamesIndustry.biz:
      Customers who pre-order Sid Meier's Civilization IV at participating retailers in North America will receive the Pre-Order Edition of the game at no additional cost. Shipping on the same day as the regular version of the game, the Sid Meier's Civilization IV Pre-Order Edition will feature: collector's packaging, a CD soundtrack of the game, a keyboard template, a tech tree map and a spiral bound version of the manual. The Pre-Order Edition will be offered through participating retailers while supplies last. Click here to read the full article.

    • The regular version of the game in the US comes with two CDs. The European version comes with a DVD. The tech tree poster comes standard with these.

  • Expansions are planned, and support for the game will continue after its release so things are kept fresh.

  • A Mac version of the game is also planed by Aspyr Media. It will be available in 2006.

Top


Playing Requirements

This section will deal only with the Official System Requirements for the game, as well as the ESRB Rating.

  • The Minimum System Requirements for the game are: 1 GHz CPU, 256MB RAM, and a 32MB video card with hardware transform and lighting capabilities. The recommended Specifications are: 512MB of ram, Pentium4 processor, and a recent graphics card (like the Radeon 9800).

  • The rating of the game is "E 10+" by the ESRB (the Entertainment Software Rating Board).

Top


A New Expression

The look and feel of a game are very important to most players; the description of these can be found here. For screenshots, visit the "In-Game Visuals" section.

  • The Graphics Engine Civilization IV is using is the NDL's Gamebryo 3D graphics engine. Firaxis' PC hit, Sid Meier's Pirates! also uses it.

    • The engine will naturally provide an engaging 3D world with unparalleled scope and detail. Soren also mentions in his PowerPoint that the game has a "What-you-see-is-what-you-get," approach to it, meaning that the terrain does not lie in terms of what it displays. An example of this are Great Wonders. When they are built they will be displayed on the terrain near the city which built it.

    • Rivers and resources such as horses and elephants are animated. You will also see different animations as the resources are being worked on, and of course, many other aspects which make the world more dynamic.

    • Due to the move to 3D, Barry Caudill (senior Civ4 producer) says that the largest maps in the game are slightly smaller compared to those of Civilization III.

    • The new 3D engine will allow for powerful, smooth zooming, from a global level, to a very local one. The tiles of Civ4 are plain squares, rather than the diamond view we had with Civilization III (when viewing the game from the default position). The Camera views are very flexible. You can spin it around any way you like. There is a Civ3-Style Isometric view, and the classic Civilization I top-down view. You may zoom in and out by using the Mouse-Wheel (speaking of Mice, Civ4 will even have its own specific Mouse-Cursor).

    • You'll see Aqueducts go from the mountains or hills into your cities when they are built.

  • A Random Map Generator, like previous Civilization titles, will form unique worlds reflecting the settings you put in. The Map Generator is one of Civilization's most successful aspects, because one cannot play on the same map twice without wanting it, so replayability is very, very high.

  • Continents are the default world setting. "Standard Size" map you will have about five to ten cities. By that time, your borders are established and it is a race of who can advance through the tech tree faster. By that time, your oldest few cities will also be the "core" cities of you empire. Here are the different map sizes: Duel, Tiny, Small, Standard, Large, Huge and of course, Random. There are no restrictions on the number of Civilizations you are allowed to play with on a certain map size. You can have all 18 Civs on a Duel map. The map widths in Civ4 are about double than what they used to be in Civ3.

  • The Mini-Map starts out zoomed in when the player starts a new random game. As they explore, the Mini-Map will expand. This has been done so exploration is a lot more interesting each game. What it means is that when one starts a game, he or she does not know exactly where on the map they are. In Civ3 the player always knew where they were exactly in the beginning. Now this is not the case at all.

  • There is a Global View, in which you see the whole planet. There, you can also use options to filter thing such as resources, units, trade networks, cultural borders, religions and more. Below are three examples of the powerful new zoom. Details such as cloud cover can also be seen in the Global View (first image):

  • Music for Civilization IV is also a major focus. Jeff Briggs (Firaxis' CEO) himself is taking charge of this aspect of the game (and he is perfectly suited to do so as well, since this was his first career). Jeff anticipates that Civ4 will have much more music than any other game ever released. The game will include music from some of Jeff's original compositions, as well as licensed performances by old greats such as Bach, Mozart, Beethoven, company, as well as contemporary greats like John Adams and Christopher Tin. Here is Civ4's opening soundtrack: Baba Yetu.

    • Jeff will also be composing the music for all 28 wonder movies included in the game as well as all of the game's diplomacy music. Where possible, folk tunes are used to represent the character and attitude of each Civilization and each ruler. The music for Franklin D. Roosevelt for instance is the Marine Hymn. Jeff has also gone as far as to arrange each piece of music to fit the various time periods of the game. If you meet with Roosevelt in the early part of the game, you'll hear ancient instruments playing the theme. By the end of the game, the tune will have swelled and taken on a more Sousa-like quality.

    • Firaxis is also hiring voice talent for various game parts. Ambient sounds can also be heard, when you are over different terrains. For example, if you are over the ocean or on its shore, you will hear waves splashing and breaking up. When you are over desert closer up, you will naturally hear very dry winds.

    • When clicking on a unit, that unit will respond in the language of your selected region or Civilization.

    • With each built improvement you'll hear a sound related to it when it is accomplished.

Top


User Interface & Control

Control is a very important aspect for any game. With Civ4's new interface, ruling you empire just got a whole lot easier.

  • To start a Single-Player game: You must choose your map style (some options are: Archipelago, Continents, Custom Continents, Highlands, Great Plains, Inland Sea, Lakes, Oasis, Pangaea, and Terra) and size, climate and sea level and Civilization you want to play. You can also select whether you want aggressive AIs, Random Personalities, etc. Also, AI personalities are stored in XML data files.

    • In the "Custom Game" menu (there is also a "Play Now!" option which allows you to start games quicker) there are a variety of options and combinations. In regards to map scripts there are much more. The "Custom Continents" option allows you to select exactly how many continents you want in the game. The "Highlands" map scripts allows you to select everything from mountain density to lake size. Of course, the most random map options you have are the classic "Archipelago," the basic "Continents" setting, as well as the regular "Pangaea" option which allows you to also set in different shore options.

    • There also the "Aggressive" AI setting where AIs lean towards war instead of diplomacy.

    • While in the process of loading, the game will display tips for certain things from Hot-Key commands to strategies during war-time. Here is a screenshot which shows some of these. Note that when the game actually starts, you have a very similar Civilization introduction as in Civ3. You can see what I mean by clicking here.

    • At the start of the game, you do not start with a Worker unit as in Civ3. You must build your first one at the time of your own choosing. Note that whenever building a Settler or Worker, these units both use Hammers and Excess food to be built instead of Hammers only. The city also does not grow during this period, and when either of the units is complete, the city size does not shrink like it used to in Civilization III.

  • The Civilopedia is now available from the main menu of the game for easy access.

  • The general layout of the interface is this:
    The Mini-Map is on the bottom-right corner, unit statistics are on the bottom-left side, unit control and buttons are on the bottom center of the screen. On the top-right, we see a "?" sign (which indicates the Civilopedia. The Civilopedia is like the game's manual. It includes all available information on the game) as well as the year and era. Technological research are located on the top, in the center. And finally the scientific research rate buttons are on the top-left side. On the same side, you can also find your income and Gold Per Turn (or "GPT"). There also appear to be landscape characteristics on the bottom-left side. This most likely appears as the player rolls over the terrain with the mouse. Here is a screenshot of the lower portion of the interface only. For City interface information, click here.

  • In Civilization IV you can left click on a unit, and then right click on the tile youd like that unit to go. This is very different compared to Civilization III.

  • Advisor screens: depending on which you open, you can see where all of your units are on a global map, or look at raw statistics like the average life expectancy of your people (versus the world average), your gross national product or approval rating.

  • Shanghai building a Market A more streamlined and intuitive interface should be familiar to any RTS player. This is one feature that will make the franchise more accessible and in line with PC gaming trends. In general, the interface and help screens are more modern, improved, and easier to use.

    • Many tool-tips and pop-up help features are available (such as the terrain characteristics I explained just above, and the ones you can see in the screenshot). Firaxis feels you should be able to play from the main map, and use other screens only if you are a true power user. All this is aimed at getting new players off and playing as quickly as possible. Again, this is the "what-you-see-is-what-you-get" concept. Below, in the next section, you will see that this concept is carried onto the Terrain Improvements as well. They will basically animate if a citizen is working that tile.

    • Sid Meier's Tips on tool-tips (such as Units and Technologies) are included. This option can of course be turned off via the preferences screen. The preferences screen also allows the player to enable Single-Unit graphics instead of Multi-Unit graphics.

    • Numerous Advisor pop-ups also appear during the game which will recommend to you to build a certain building in a particular city or town. You can disable these if they are unneeded to you or become too annoying.

    • The game will prompt you to construct improvements if it sees an opportunity or it feels that you've missed an opportunity.

  • Playing the game either with a keyboard only or mouse only is easy (or you can of course use the two combined).

  • By default you'll be moving units with the right mouse button. However in the preferences section, you can change that so you can move units with the left mouse button and have a right-click menu when clicking the right.

  • Wide-Screen resolutions are supported (as well as any other resolution you might be running your PC on. Civ4 also supports Dual-Monitor play. The game has to be in windowed mode and you have to give it a resolution which covers both screens.

  • Hot-Key commands: Just about 100.

  • City information such as its buildings, and workforce is now all accessible from the main screen. You are able to see what a city is building as well, including what state of religion it is in (although Cities can have more than one religion). To the right is an example of Shanghai building a Market. It is also Buddhist (as the icon above the city name displays).

  • Adjusting what you want to displayed on the map is easy. This includes city names and sizes. You can limit everything to a maximum and allow only Units, Cities (with no names), and Roads to be displayed. You can also turn on an option to display the properties of different tiles, you will also be able to turn on a resource plot location feature, mentioned here.

Top


Landscape Characteristics

To expand your empire, first you would need as much detail about the terrain as possible.

  • More tile/terrain improvements are included (each resource has its own specific improvement). Pastures, Wineries, Watermills, Windmills, Lumber Mills, Mines, Fishing Nets, Offshore Platforms, and Factories are all represented in detail on the terrain. 20 improvements in all are going to be included. Improvements being worked on with citizens will animate, which makes it convenient to see where your citizens are working. For example, if a Mine is being worked on by a citizen, you will see smoke coming out of its chimney. Details such as mine carts being pushed out of a mine are also available. This interface feature even helps you during war time, allowing the player to see which tile an enemy is using. Certain Technologies will make some improvements more productive as well.

  • Roads and Rail-Roads will only provide a movement bonus to your units and nothing else. This has been done so the player does not have Roads and Rail-Roads on every tile later on (unlike in Civilization III).

  • Improvements

    Camp
    Requires: Hunting
    Effects: Pillage yields 5 gold on average
    Bonus Yields: Deer (+2 food, +1 health), Fur (+3 commerce, +1 happiness), Ivory (+1 hammer, +1 commerce, +1 happiness)
    1. Cottage: +1 commerce
      Requires: Pottery
      Effects: Becomes a Hamlet in 10 turns (all of this is on "Normal" Game Speed!), Pillage yields 10 gold on average
    1. Hamlet: +2 commerce
      Requires: Nothing
      Effects: Becomes a Village in 20 turns, Pillage yields 15 gold on average
    1. Village: +3 commerce, and +1 additional commerce with Printing Press
      Requires: Nothing
      Effects: Becomes a Town in 40 turns, Pillage yields 20 gold on average
    1. Town: +4 commerce, +1 commerce with Printing Press, +2 commerce with Free Speech, +1 hammer with Universal Suffrage
      Requires: Nothing
      Effects: Pillage yields 25 gold on average
    Farm: +1 food with irrigation, +1 additional food with Biology
    Requires: Agriculture
    Effects: Carries Irrigation, May be built only on flatlands, Pillage yields 5 gold on average
    Bonus Yields: Corn (+2 food, +1 health), Rice (+1 food, +1 health), Wheat (+2 food, +1 health)
    Fishing Boats
    Requires: Fishing
    Effects: May be built in water only, Pillage yields 5 gold on average
    Bonus Yields: Clam (+2 food, +1 health), Crab (+2 food, +1 health), Fish (+3 food, +1 health)
    Fortress
    Requires: Mathematics
    Effects: +25% defense on tile it is built on
    Lumbermill: +1 hammer, +1additional hammer with a Railroad, +1 commerce when next to River
    Requires: Replaceable Parts
    Effects: Pillage yields 5 gold on average
    Mine: +2 hammers, +1 additional hammer with Railroad
    Requires: Mining
    Effects: Small chance of discovering Aluminum, Coal, Copper, Iron, Uranium, Gems, Gold, or Silver on that tile; Pillage yields 10 gold on average
    Bonus Yields: Aluminum (+3 hammers, +1 commerce), Coal (+3 hammers), Copper (+3 hammers), Iron (+3 hammers), Uranium (+3 commerce), Gems (+1 hammer, +5 commerce, +1 happiness), Gold (+1 hammer, +6 commerce, +1 happiness), Silver (+1 hammer, +4 commerce, +1 happiness)
    Offshore Platform
    Requires: Plastics
    Effects: May be built in water only, Pillage yields 10 gold on average
    Bonus Yields: Oil (+2 hammers, +1 commerce)
    Pasture
    Requires: Animal Husbandry
    Effects: Pillage yields 5 gold on average
    Bonus Yields: Horse (+2 hammers, +1 commerce, +1 health), Cow (+1 food, +2 commerce, +1 health), Pig (+3 food, +1 health), Sheep (+2 food, +1 commerce, +1 health)
    Plantation
    Requires: Calendar
    Effects: Pillage yields 5 gold on average
    Bonus Yields: Banana (+2 food, +1 health), Dye (+4 commerce, +1 happiness), Incense (+5 commerce, +1 happiness), Silk (+3 commerce, +1 happiness), Spices (+1 food, +2 commerce, +1 happiness), Sugar (+1 food, +2 commerce, +1 happiness)
    Quarry
    Requires: Masonry
    Effects: Pillage yields 5 gold on average
    Bonus Yields: Marble (+1 hammer, +2 commerce), Stone (+2 hammers)
    Railroad: Maximum of 10 turn movement and just like roads, makes trade networks (between cities, Civilizations, etc)
    Requires: Railroads
    Road: Faster Movement and a may create trade networks (between cities, Civilizations, etc)
    Requires: The Wheel
    Watermill: +1 hammer, +1 additional hammer with Replaceable Parts, +2 commerce with Electricity, +1 food with State Property Civic
    Requires: Machinery
    Effects: Requires to be built by a River, May only be built on flatlands, Pillage yields 5 gold on average
     
    Well
    Requires: Combustion
    Effects: Pillage yields 10 gold on average
    Bonus Yields: Oil (+2 hammers, +1 commerce)
    Whaling Boats
    Requires: Optics
    Effects: May only be built on water, Pillage yields 5 gold on average
    Bonus Yields: Whale (+1 hammer, +2 commerce, +1 happiness)
    Windmill: +1 food, +1 commerce, +1 additional commerce with Electricity, +1 hammer with Replaceable Parts
    Requires: Machinery
    Effects: Pillage yields 5 gold on average
    Winery
    Requires: Monarchy
    Effects: Pillage yields 5 gold on average
    Bonus Yields: Wine (+1 food, +2 commerce, +1 happiness)
    Workshop: -1 food, +1 additional food with State Property Civic, +1 hammer, +1 hammer with Guilds, +1 hammer with Chemistry
    Requires: Metal Casting
    Effects: May be built only on flatlands, Pillage yields 5 gold on average
    Misc. Terrain Features Affect
    Tribal Village Provides bonuses such as more experience points for the unit that uncovered it, maps, technologies, etc. (Goody Huts, or Tribal Villages, cannot be built by the player.)
    City Ruins Sites of razed cities remain on the map (when you first capture a city, you may raze it, however this can be turned off so there is no city razing).
    Worked Tile Worked tiles have their own animations and icons. For example, if a Quarry is worked, the crane will move. If it is not, the crane will not move.

  • There are many new resources. When you are zoomed out to the Global View, resources are clearly marked for easy identification if you choose to mark them.

  • There is less restriction when it comes to resources. Firaxis will probably give players something to synthesize Oil, and Gunpowder units no longer require saltpeter.

  • All resources, including food ones are tradable. Food resources will help your city's health status.

    • Securing the seven types of food resources can also lead your cities to become more healthy, as they represent nutritional variety. Each different food resource decreases your unhealthy population by one.

  • Better resource balance: Since Python Scripts are used to generate random maps, resource placement can be fine-tuned. This means that a resource of one group cannot be a certain distance from a resource from the same group (comparing luxury with luxury, food with food, strategic with strategic). The Civ3 dilemma where one faction gets more resources than another seems to be gone. Resource migration will also not happen anymore.

    Resource
    Strategic Resources
    Aluminum: +1 hammer
    Improvements: Mine (+3 hammers, +1 commerce)
    Requires: Industrialism (reveals it), Mining (enables Mine)
    Allows: Modern Armor, Jet Fighter, Stealth Bomber
    Coal: +1 hammer
    Improvements: Mine (+3 hammers)
    Requires: Steam Power (reveals it), Mining (enables Mine)
    Allows: Ironclad
    Copper: +1 hammer
    Improvement: Mine (+3 hammers)
    Requires: Bronze Working (reveals it), Mining (enables Mine)
    Allows: Axeman, Maceman, Spearman, Phalanx
    Horse: +1 hammer
    Improvement: Pasture (+2 hammers, +1 commerce)
    Requires: Animal Husbandry (both reveals it and enables Pasture)
    Allows: Chariot, War Chariot, Immortal, Horse Archer, Keshik, Knight, Conquistador, Cavalry, Cossack
    Iron: +1 hammer
    Improvement: Mine (+3 hammers)
    Requires: Iron Working (reveals it), Mining (enables Mine)
    Allows: Swordsman, Praetorian, Axeman, Maceman, Samurai, Spearman, Phalanx, Pikeman, Crossbowman, Cho-Ko-Nu, Knight, Conquistador, Cannon, Frigate, Ironclad
    Marble: +1 hammer
    Improvement: Quarry (+1 hammer, +2 commerce)
    Requires: Masonry (enables Quarry)
    Allows: Some city buildings get built faster with Marble
    Oil: +1 hammer
    Improvements: Well (on land; +2 hammers, +1 commerce), Offshore Platform (on water; +2 hammers, +1 commerce)
    Requires: Scientific Method (reveals it), Combustion (enables Well), Plastics (enables Offshore Platform)
    Allows: Tank, Panzer, Modern Armor, Gunship, Transport, Destroyer, Battleship, Submarine, Carrier, Fighter, Jet Fighter, Bomber, Stealth Bomber
    Stone: +1 hammer
    Improvement: Quarry (+2 hammers)
    Requires: Masonry (enables Quarry)
    Allows: Some city buildings get built faster with Stone
    Uranium
    Improvement: Mine (+3 commerce)
    Requires: Physics (reveals it), Mining (enables Mine)
    Allows: Transport, Destroyer, Battleship, Submarine, Carrier, ICBM
    Luxury Resources
    Dye: +1 commerce
    Improvements: Plantation (+4 commerce, +1 happiness)
    Requires: Calendar (enables Plantation)
    Fur: +1 commerce
    Improvement: Camp (+3 commerce, +1 happiness)
    Requires: Hunting (enables Camp)
    Gems: +1 commerce
    Improvement: Mine (+1 hammer, +5 commerce, +1 happiness)
    Requires: Mining (enables Mine)
    Gold: +1 commerce
    Improvement: Mine (+1 hammer, +6 commerce, +1 happiness)
    Requires: Mining (enables Mine)
    Hit Movies
    Require: Hollywood
    Effects: +1 happiness
    Hit Musicals
    Require: Broadway
    Effects: +1 happiness
    Hit Singles
    Require: Rock & Roll
    Effects: +1 happiness
    Incense: +1 commerce
    Improvement: Plantation (+5 commerce, +1 happiness)
    Requires: Calendar (enables Plantation)
    Plantation (+5 commerce, +1 happiness)
    Requires: Calendar (enables Plantation)
    Ivory: +1 hammer
    Improvement: Camp (+1 hammer, +1 commerce, +1 happiness)
    Requires: Hunting (enables Camp)
    Allows: War Elephant
    Silk: +1 commerce
    Improvement: Plantation (+3 commerce, +1 happiness)
    Requires: Calendar (enables Plantation)
    Silver: +1 commerce
    Improvement: Mine (+1 hammer, +4 commerce, +1 happiness)
    Requires: Mining (enables Mine)
    Spices: +1 commerce
    Improvement: Plantation (+1 food, +2 commerce, +1 happiness)
    Requires: Calendar (enables Plantation)
    Sugar: +1 food
    Improvement: Plantation (+1 food, +1 commerce, +1 happiness)
    Requires: Calendar (enables Plantation)
    Whale: +1 food
    Improvement: Whaling Boats (+1 hammer, +2 commerce, +1 happiness)
    Wine: +1 commerce
    Improvement: Winery (+1 food, +2 commerce, +1 happiness)
    Requires: Monarchy (enables Winery)
    Food Resources
    Banana: +1 food
    Improvement: Plantation (+2 food, +1 health)
    Requires: Calendar (enables Plantation)
    Clam: +1 food
    Improvement: Fishing Boats (+2 food, +1 health)
    Corn: +1 food
    Improvement: Farm (+2 food, +1 health)
    Requires: Agriculture (enables Farm)
    Cow: +1 food
    Improvement: Pasture (+1 food, +2 hammers, +1 health)
    Requires: Animal Husbandry (enables Pasture)
    Crab: +1 food
    Improvement: Fishing Boats (+2 food, +1 health)
    Deer: +1 food
    Improvement: Camp (+2 food, +1 health)
    Requires: Hunting (enables Camp)
    Fish: +1 food
    Improvement: Fishing Boats (+3 food, +1 health)
    Pig: +1 food
    Improvement: Pasture (+3 food, +1 health)
    Requires: Animal Husbandry (enables Pasture)
    Rice: +1 food
    Improvement: Farm (+1 food, +1 health)
    Requires: Agriculture (enables Farm)
    Sheep: +1 food
    Improvement: Pasture (+2 food, +1 commerce, +1 health)
    Requires: Animal Husbandry (enables Pasture)
    Wheat: +1 food
    Improvement: Farm (+2 food, +1 health)
    Requires: Agriculture (enables Farm)

  • Trading is established automatically when you make deals. Rivers are like roads in Civ4 (in terms of their trade potential), so if two cities are on one river, they are connected and no road is needed to establish the particular trade network.

    • Due to the expanded aspect of trading involving Rivers (making them like roads in terms of connectivity), City placement in Civ4 is made much more strategic. If a river connects to a lake, then a worker is able to build a road to the lake and expand the Civilization's Trade Network.

  • Defensive bonuses will now only be generated on Forests, Hills, and Jungles. Since this also relates to the combat system, click here to go to that section of the article.

  • Here are the known terrain types, as well as other information regarding the terrain:

    Terrain
    Coast: +1 food, +2 commerce
    Special Abilities: Defending units receive a 10% strength boost
    Desert
    Special Abilities: +1 commerce if by River, Improvements take 25% more time to build
    Grassland: +2 food
    Special Abilities: +1 commerce if by River
    Ice
    Special Abilities: Improvements get built 50% slower to complete
    Ocean: +1 food, +1 commerce
    Plains: +1 food, +1 hammer
    Special Abilities: +1 commerce if by a River
    Tundra: +1 food
    Special Abilities: +1 commerce if by a River, Improvements are 25% slower to get constructed
    Terrain Features
    Fallout: -3 food, -3 hammers, -3 commerce
    Special Abilities: Movement is decreased by 2, +0.50 unhealthiness in nearby cities, Improvements cannot be built on a tile containing Fallout
    Flood Plains: +3 food
    Special Abilities: +1commerce if by a River, +0.40 unhealthiness in nearby cities
    Forest: +1 hammer
    Special Abilities: Movement decreased by 2, +0.50 health in nearby cities, +50% strength for units stationed there
    Iceberg
    Special Abilities: Impassible Terrain
    Jungle: -1 food
    Special Abilities: Movement decreased by 2, +0.25 unhealthiness in nearby cities, Units stationed there receive +50% strength
    Oasis: +3 food, +2 commerce
    Special Abilities: Movement cost decreased by 2, source of fresh water, cannot build cities or improvements on Oases

Top


Victory or Defeat?

It all comes down to this: Achieving it against the AI earns you ego. Achieving it against another player earns you respect.

  • There are a lot more difficulty levels than in previous Civilization games. Settler, Chieftain, Warlord, Noble, Prince, Monarch, Emperor, Immortal, and Deity are the available difficulties now.

  • The length of games is reduced from 540 turns (as in Civilization III) to 430. You are able to start in any era you wish (Ancient, Classical, Medieval, Industrial, Modern, Future. You start with a different amounts of units in each era, you will have more population in newly founded cities, as well as a few more buildings). Later era starts will give you larger starting cities, more settlers, and of course more techs. They will also have some limitation - earlier wonders and buildings may not be available. The developers are also constantly working to even out the pace of the game, hence the speed options described below.

    • There are four game speeds: Quick (mostly for Multiplayer, in Single Player mode (or SP) it is equal to Civ3's Accelerated Production mode), Medium (a bit faster than Civ3, 15-20 hours of game-play), Epic (around 600 turns) and Marathon (introduced in patch v1.52). All of the game speeds (Quick, Normal, and Epic) retain all the flavor of Civ itself. So even though the speed is different, the feel will not change.

    • The different speeds of the game (Quick, Normal, and Epic) will have their Technology costs, Unit production costs, and Building appropriately tuned for the appropriate speed of the game.

    • The game still spans from 4000BC to 2050AD. That means you have 6,050 years to achieve one of the victories below.

    • Civilization IV seems to have struck the balance between explored land and years passed. What this means is that no longer will you have the entire world explored by 400AD. This, by the way, is the same for all three speeds (Quick, Medium, & Epic).

  • Most of the victory conditions have not changed from Civ3. Here they are:

    • The Time Victory: One can win this by having the highest score at 2050.
    • The Conquest Victory: By eliminating all rival Civilizations, you have achieved this victory.
    • The Domination Victory: This is awarded when you have a 25% lead in population over their best competitor, and 65% of the global land mass.
    • The Cultural Victory: You can achieve this by having three cities with a 50,000-point Culture rating.
    • The Spaceship Victory: Having first built all the components of a Space Ship and launching it to Alpha Centauri, earns you this victory.
    • The Diplomatic Victory: After building the United Nations Great Wonder, your Civilization is voted on to take control over that organization. Since it is difficult to maintain good relations with all Civilizations (especially in large games), this is possibly the most difficult victory condition to achieve. Click on the United Nations link for more information on that wonder.

  • Winning the game also gives you a movie (no matter how you chose to win it).
  • The Spaceship (which is required for this) contains about a dozen components total. Some of the parts are: SS Casing, SS Cockpit, SS Docking Bay, SS Engine, SS Life Support, SS Stasis Chamber, and the SS Thrusters. You may boost production on this by constructing Laboratories in your cities or by construction the Space Elevator Great Wonder, which boosts Spaceship part production in all of your cities.
  • The game will calculate a running score for each Civilization. This is based on the following details: Civilization size, technology, military power, and more. If you leave your Civilization lightly defended or with obsolete units, other nations will take advantage of this.
  • There is still a replay at the end of the game (when it is won or lost), and after each game the replays are saved so you can later view them in the "Hall of Fame" and look at how well you did in different games. They show things such as the appearance of Great People, City foundations, Civs being wiped out, etc. The Hall of Fame screen not only remembers every game's statistic under your profile (you can create different profiles in Civ4). It remembers Difficulty Level, Game Speed, Victory Achieved, Starting Era, World Size, Finish Date, as well as the Score Itself and more. It also saves every game's replay so you can look back to any previous game which you have finished and watch how you developed. The score, by the way, is broken down in a detailed manner in-game as you move your mouse cursor over your name (the score is broken down to Population, Land, Technologies, Wonders, etc). These can also be saved separately from a regular game save and you can send these to other people.

Top


The 18 Civilizations

There are a lot of opportunities in the game to form allies, and that is necessary to fend off enemies.

  • 18 playable Civilizations are featured in Civilization IV.

    • There are 26 world leaders. Choosing between two leaders for a Civilization is a possibility. You can choose from two leaders from each Civilization, however not every Civilization has two leaders.

    • You can name the leaders after yourself, and pretty much name everything else throughout the game...

  • Unique Units for each Civilization are still in the game. Some of the known Unique Units (or "UUs") are below in the Civilization Chart.

  • You are able to see more of the leaders bodies, unlike in Civilization III, where one could not see them make hand and finger movements. An example of this can be seen when watching the "Game-Play Footage 2" video at GameSpot. Leader animations will also reflect their mood and natural personality.

    • An offer in the favor of Louis XIV or Hatshepsut will show animations of the leaders that suggest their happiness with the deal. They will simply act pleased. However some rulers are a bit more inscrutable. The only difference in personality you will see in the Chinese ruler, Qin Shi Haug is the elevation of his eyebrows... the same as the Mongol leader Genghis Khan. Rulers like Alexander the Great of the Greeks and Julius Caesar of the Romans are much more expressive in their emotions. Julius will give you a gladiatorial thumbs-up or thumbs-down in reaction to your proposal. Gandhi is generous to weaker nations, while Genghis Khan will shy away from any diplomacy at all. Basically, there are a variety of unique personalities, some warlike, peaceful, trustworthy, etc. You can also select Random Personalities at the start of the game so every leader acts differently than what they usually do.

  • Units of different nationalities can now share tiles. If you have open borders with a Civilization, your units can literally go to any tile (even in Cities!).

  • All the known Civilization properties have been listed below. Each Leader has two Traits. Each of these grants them a unique bonus and cuts the cost of two city improvements by half. Here are the statistics, and both of the following charts are brand new:

    Trait Benefit
    Aggressive Free Combat I promotion of melee and gunpowder units. Double production speed of Barracks and Drydock.
    Creative +2 culture per city. Double production speed of Theater, Coliseum.
    Expansive +2 health per city. Double production speed of granary and harbor.
    Financial +1 commerce on plots with 2 commerce. Double production speed of Bank.
    Industrious Wonder production increased 50 percent. Double production speed of Forge.
    Organized Civic upkeep reduced 50 percent. Double production speed of lighthouse and courthouse.
    Philosophical Great People birth rate increased 100 percent. Double production speed of University.
    Spiritual No anarchy. Double production speed of the Temple.


  • Civilization & Cities Leader 1
    (Traits)
    Leader 2
    (Traits)
    Unique Unit Starting Techs Flag
    America

    Washington, New York

    George Washington
    (Financial & Organized; favors Universal Suffrage)

    Washington

    Franklin D. Roosevelt
    (Industrious & Organized; favors Universal Suffrage)

    Roosevelt

    Navy SEAL; replaces the Marine Fishing & Agriculture American Flag
    Arabs

    Mecca

    Saladin
    (Philosophical & Spiritual; favors Theocracy)

    Saladin

    -none-

    Camel Archer; replaces the Knight

    Mysticism & The Wheel Arabian Flag
    Aztecs

    Tenochtitlan, Tlatelolco, Teotihuacan

    Montezuma
    (Aggressive & Spiritual; favors Police State)

    Montezuma

    -none-

    Jaguar; replaces the Swordsman Mysticism & Hunting Aztec Flag
    China

    Beijing,
    Canton, Shanghai, Tientsin, Tsingtao, Xinjian, Turfan

    Mao Zedong
    (Philosophical & Organized; favors State Property)

    Mao

    Qin Shi Huang
    (Industrious & Financial; favors Police State)

    Qin Shi Huang

    Cho-Ku-Nu; replaces the Crossbowman Agriculture & Mining Chinese Flag
    Egypt

    Thebes,
    Memphis, Alexandria, Elephantine, Pi-Ramesses, Byblos

    Hatshepsut
    (Spiritual & Creative; favors Hereditary Rule)

    Hatshepsut

    -none-

    War Chariot; replaces the Chariot Agriculture & The Wheel Egyptian Flag
    England

    London,
    Hastings, Warwick, Newcastle

    Queen Victoria
    (Expansive & Financial; favors Representation)

    Victoria

    Queen Elizabeth
    (Philosophical & Financial; favors Free Religion)

    Elizabeth

    Redcoat; replaces the Rifleman Fishing & Mining English Flag
    France

    Paris, Orleans

    Louis XIV
    (Creative and Industrious; favors Hereditary Rule)

    Louis XIV

    Napoleon
    (Aggressive & Industrious; favors Representation)

    Napoleon

    Musketeer; replaces the Musketman Agriculture & The Wheel French Flag
    Germany

    Berlin,
    Cologne, Munich, Dusseldorf

    Frederick
    (Creative & Philosophical; favors Universal Suffrage)

    Fredrick

    Bismarck
    (Expansive & Industrious; favors Representation)

    Bismark

    Panzer; replaces the Tank Hunting & Mining German Flag
    Greece

    Athens, Thermopylae

    Alexander
    (Aggressive & Philosophical; favors Hereditary Rule)

    Alexander

    -none-

    Phalanx; replaces the Spearman Fishing & Hunting Greek Flag
    Inca Huayna Capac
    (Aggressive & Financial; favors Hereditary Rule)

    Capac

    -none-

    Quechua; replaces the Warrior Agriculture & Mysticism Incan Flag
    India

    Delhi,
    Bangalore, Bombay, Calcutta, Madras, Jaipur

    Mahatma Gandhi
    (Industrious & Spiritual; favors Universal Suffrage)

    Gandhi

    Asoka
    (Organized & Spiritual; favors Universal Suffrage)

    Asoka

    Fast Worker; replaces the standard Worker Mysticism & Mining Indian Flag
    Japan

    Tokyo, Kyoto, Osaka, Edo

    Tokugawa
    (Aggressive & Organized; favors Mercantilism)

    Tokugawa

    -none-

    Samurai; replaces the Maceman Fishing & The Wheel Japanese Flag
    Mali

    Timbuktu,
    Djenne, Gao, Kumbi Saleh, Niani, Tadmekka, Walata

    Mansa Musa
    (Financial & Spiritual; favors Free Markets)

    Mansa Musa

    -none-

    Skirmisher; replaces the Archer Mining & The Wheel Mali Flag
    Mongolia

    Karakorum, Herat, Khanbalik, Old Sarai, Samarqand

    Genghis Khan
    (Aggressive & Expansive; favors Police State)

    Genghis Khan

    Kublai Khan
    (Aggressive & Creative; favors Hereditary Rule)

    Kublai Khan

    Keshik; replaces the Horse Archer Hunting & The Wheel Mongolian Flag
    Persia

    Persepolis, Susa, Pasargadae, Arbela, Bactria, Gordium, Tarsus

    Cyrus
    (Expansive & Creative; favors Representation)

    Cyrus

    -none-

    Immortal; replaces the Chariot Agriculture & Hunting Persian Flag
    Rome

    Rome,
    Antium, Cumae, Neapolis, Pisae

    Julius Caesar
    (Organized & Expansive; favors Representation)

    Julius Caesar

    -none-

    Praetorian; replaces the