Ableof Ontents: in The Beginning
Ableof Ontents: in The Beginning
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T ABLE OF C ONTENTS
Chapter 1 IN THE BEGINNING
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Introduction ...................................................................4 The Civilopedia .............................................................6 System Requirements.....................................................7 Installation......................................................................8 The Tutorial ...................................................................9 Starting a Game .............................................................9 The Civilization IV Web Site ........................................16 Saving and Loading a Game .........................................17
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Introduction .................................................................22 Civilization IV Turn Structure .......................................22 The Interface ...............................................................23 Terrain .........................................................................29 Units ............................................................................32 Combat........................................................................39 Cities............................................................................45 Cultural Borders...........................................................63 Technology ..................................................................65 Workers........................................................................71 Work Boats ..................................................................76 Religion.......................................................................77 Civics ...........................................................................82
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Introduction ...............................................................108 Terrain .......................................................................108 Resources...................................................................112 Units ..........................................................................123 Cities..........................................................................146 Civilizations................................................................159 Difficulty Levels..........................................................166 The Options Screen ...................................................168 The Custom Game Screen .........................................169 Multiplayer Games......................................................172 Mods..........................................................................174 Afterwords..................................................................175
Chapter 1
in the beginning
APPENDIX
189
Reference Charts........................................................190 Credits........................................................................216 Limited Software Warranty and License Agreement...............................................221 Warranty ....................................................................223 Product Support .........................................................224
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INTRODUCTION
Welcome to Sid Meier's Civilization IV , the game in which you match wits against the greatest leaders of all time in a battle of warfare, diplomacy, religion, commerce and technology. If you fail you will be destroyed, your empire just a pathetic and sad footnote in the annals of history. But if you succeed, your glory will live on forever, and you will build a civilization to stand the test of time! Civilization IV is the latest iteration of Sid Meier's Civilization, first released in the early 1990's. From its inception the Civilization series has been acknowledged as the first and best world history simulation, lauded for its incredible depth of play and its extraordinary addictive nature. We believe that Sid Meiers Civilization IV lives up to the quality of its predecessors. Herein you'll find greatly-enhanced graphics and sound, new technologies, units and other game elements, improved multiplayer capacity, and increased moddability (gamer modifications).We hope you enjoy it!
technologies, found religions, dominate their neighbors, and so forth. Under your guidance your citizens will learn how to construct tools and weapons of bronze and how to domesticate wild animals. They'll learn how to read and write, how to sail on the oceans, how to harvest metals from beneath the earth. Your cities will begin to expand, filled with barracks, libraries and temples. Eventually your people will discover the compass, the printing press, and gunpowder. Their railroads will cross the country, while their mighty frigates dominate the world's oceans. Eventually their military will battle with their neighbors not with muskets and cannon, but with rifles, artillery, bombers and battleships - and perhaps someday with tanks, stealth bombers and nukes! By game's end they'll have achieved all of the wonders of the 21st century and more! If they survive, that is. And that's up to you. In fact, pretty much everything is up to you. Civilization IV is a game of choices.There are always decisions to be made, ranging from grand strategy to day-to-day city-management. And theyre all important. Thats one explanation for the games addictive quality.You are in charge not the computer.Your civilization rises or falls according to your wisdom or folly. Its good to be ruler! Good luck, and enjoy.
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We have greatly enhanced Civilization IVs multiplayer capacity by adding many new gameplay options and vastly improving game stability and connectivity. We have programmed the game using XML (Extensible Markup Language) and Python (a scripting language), which allows for much easier game modification. The best way to find out what weve done to improve Civilization IV is, of course, to play it. But if you dislike surprises, you can check out the Comparisons with Previous Civilization Games section of the Civilization IV web site, at www.CivIV.com
tains much of the information found in this manual, but organized for easy reference.The Civilopedia contains entries on virtually every item and concept in the game, and each entry contains hyperlinks to other related entries, which allows you to quickly navigate to the precise info youre looking for. The Civilopedia is accessible from the Main Screen or via hotkey (see later in this manual). Use it early and often it will quickly make you a Civilization IV master!
THE CIVILOPEDIA
The Civilopedia is accessible by pressing [F12] or by clicking the Help icon at the top right of the main screen.The Civilopedia is an incredibly helpful in-game resource. It con-
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INSTALLATION
To install Sid Meiers Civilization IV: 1. Insert the Sid Meiers Civilization IV DVD into your DVDROM drive. 2. Double-click the DVD icon that appears on your desktop. 3. Drag the Sid Meiers Civilization IV folder from the DVD to the location on your hard drive you would like to install the game.
THE TUTORIAL
Civilization IV is a big game. To ease the learning curve, we have provided a tutorial to teach you the basics of controlling your empire.We seriously suggest that you check it out, especially if youre new to the world of Civilization.
STARTING A GAME
To play Sid Meiers Civilization IV you must first install the game on your computers hard drive. See page 8 for installation instructions. Once Civilization IV is installed, you are ready to play. To begin a game, insert the Civilization IV DVD-ROM into your computers DVD-ROM drive. Navigate to the folder where you installed the game and double-click on the program, which is titled Civilization4. The game should begin immediately. If it does not do so, see the Tech Support section of this manual.
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Tutorial: Click on this button to begin the Civilization IV tutorial. See the previous chapter for details on the tutorial. Single Player: Click on this button to begin a standard solo game of Civilization IV just you against the computer. Click here also to resume a saved single-player game. Upon clicking here you are taken to the Single Player Game Menu. See below for details. Multiplayer: Click on this button to begin a multiplayer game of Civilization IV. In a multiplayer game, you play against one or more human players.You may do so by taking turns at one computer, or against others sharing a LAN (local area network), by email, or over the Internet. Multiplayer gaming can be incredibly fun. However, it can also be incredibly cutthroat and high-pressure.We recommend that new players play solo against the computer a few times before venturing into multiplayer gaming. Game experience may change during online play. Upon clicking on the Multiplayer button you are taken to the Multiplayer Game Menu. See the Multiplayer Games section of this manual for details. Hall of Fame: Takes you to the Civilization IV Hall of Fame. Soon your own exploits will be recorded here! Advanced Menu: Takes you to the Advanced Menu. See following. Exit Game: Click here to exit the program and return to your desktop.
Load Game: Click this button to load a previously-saved game of Civilization IV. See Saving and Loading a Game for details. Custom Game: Click here to customize your game. See the section on Custom Games in the Advanced section of this manual for details. Scenario: Click here to load a Civilization IV scenario. Scenarios are pre-created situations designed to present new and interesting challenges. A scenario might allow you to play on a realistic map of Earth, for example. Or it might show the Mediterranean basin and limit civilizations, technologies and units to those that actually existed during the period of the Roman Empire. You can download scenarios from the official Civilization IV website or other fan sites. Eventually you may even create your own scenarios and share them online for others to download and enjoy! Check for Updates: This verifies that you are running the most up-to-date version of Civilization IV and, if not, downloads and installs available patches. (This requires that you be connected to the Internet.) Go Back: Click on this to return to the Main Menu.
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Visit Civilization IV Web Site: Click here to visit the Civilization IV web site, where youll find a lot of Civ-related news, updates, scenarios, and more. (You must be connected to the Internet to use this option.) Credits: Click here to roll the credits for this game. Go Back: Click here to return to the Main Menu.
Oasis Worlds include a vast desert dotted by oases and surrounded by jungle. LakeWorlds consist of one large landmass containing many lakes. New World Most civilizations start out on a single land mass. To the east or perhaps west lies an uncharted new continent.
GAME SETUP
Once you click on the Play Now button on the Single Player Game Menu (see above), you begin the process of creating the world your people will inhabit.There are several steps to this process:
WORLD S IZE
After you have selected a map-type, you next choose the size world on which you will play.World sizes run from Duel to Huge. The size of the world will have important effects on the game. For one thing, it limits the number of civilizations that will be in the world. A Duel-sized world can hold up to three civilizations, for example, while a Standard can hold eight, and a Huge world a whopping twelve civilizations. As a general rule, the larger the world, the longer the game will take to complete. Civilizations will be larger and thus take more effort to conquer. A larger world generally means that there are more units and cities in play, and this means that each turn will take longer to complete. It may be fun to conquer a huge world, but it may also be a big time commitment. We recommend that for your first few games you stick with Standard-sized maps or smaller. Once you have selected a world size, click OK to proceed. Or click Go Back to return to the Select a Map screen.
Select a Map
There are many world templates available to play upon. Each creates a different kind of landscape. The Continents template, for instance, creates a world with a number of sizable continents, not unlike the planet we occupy. Pangaea, on the other hand, creates a world with a single, massive continent surrounded by endless water. (Note:While each template generates specific types of worlds when chosen, each individual world created will be different from game to game.) When you click on a template, an image of a sample world will appear on the screen next to the menu. This does not display the actual world that you will be playing on, of course.
WORLD T YPES
Worlds may be of one of the following types: Terran Worlds are very similar in layout to Earth. Continental Worlds are multiple landmasses separated by oceans. Archipelago Worlds consist of many small areas of land completely isolated by the surrounding oceans. Pangea Worlds contain one giant landmass. Ice Age creates a world in which every civilization involved must make the best use of its available resources in slightly rough terrain.
C LIMATE
The worlds climate affects the type of terrain in the game. There are five different climates to choose from: Temperate: The world will have about the same climate as our world does.There will be a mixture of plains, forest, desert, jungle and tundra.This is a good climate to start with.
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Tropical: The world will be warmer than our world. It will have more jungles and less tundra. Arid: The world will be quite dry. It will have few rivers and lakes and more deserts. Rocky: The world will be covered with lots of hills and mountains, rich in metal resources but perhaps poor in good places to plant crops. Cold: The world will be cold, perhaps having recently emerged from an Ice Age. There will be more ice and tundra and fewer deserts and jungles. Once you have selected a climate, click OK to proceed. Or click Go Back to return to the World Size screen.
construct units, buildings and wonders, how many it takes to research technologies, build improvements and so forth. These settings let you experience the full epic sweep of time inherent in Civ while allowing you to customize the game based on how much time you have available and other preferences. Game Speed DOES NOT have any effect upon the amount of time you have to complete a turn you always have as much time as you want in a single-player game. There are three game speeds to choose from: Epic: It takes a longer number of turns to construct, research, and improve. Normal: It takes an average number of turns to construct, research, and improve. (We recommend this for your first several games.) Quick: It takes fewer turns to construct, research, and improve. Once you have chosen a game speed, click OK to proceed, or Go Back to return to the Difficulty screen.
S EA L EVEL
There are three possible sea levels to choose from.A Low sea level indicates that the world will have larger continents and smaller oceans.Average indicates that the ocean to continent ratio will be comparable to our world. A High level means that you are creating a world with larger oceans and smaller land masses. Once you have selected a sea level, click OK to proceed, or click Go Back to return to the Climate screen.
C IVILIZATION
AND
L EADER
D IFFICULTY
The difficulty level you choose has a number of subtle but important effects on play. Well discuss this more in the Advanced section of the manual; for now suffice it to say that at easier difficulties you build cities and units faster and the AI civilizations builds them slower, while at higher difficulties you build them slower and the AIs faster. Important: The game gives you useful play tips at Settler difficulty the easiest level.You should consider playing at this difficulty for your first several games. Once you have chosen a difficulty level, click OK to proceed, or Go Back to return to the Sea Level screen.
On this screen you pick the civilization you want to play. Or you can pick Random and let the Fates decide. Some civilizations have more than one leader to pick from: if you choose a civilization with multiple leaders youll then need to choose which leader you want to portray. There are eighteen civilizations and 26 leaders to choose from. Each civilization has its own unique unit and each leader has two specialties allowing him or her to excel in certain areas within the game. These are described in the Advanced section of the manual. You should definitely check them out at some point, but for your first few games you might just want to pick civilizations and leaders that you find particularly cool. Once you have chosen a civilization and leader, click OK to launch the game. Or click Go Back to return to the Game Speed screen.
G AME S PEED
The Game Speed determines how many turns it takes to
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SAVING A GAME
To save a game, get rid of any menus that are waiting for a response from you (the City Build menu, for instance) and then hit [Cmd-s].This will bring up the Save Game screen. (Alternatively, hit [Esc] and then click on Save Game.)
WHAT IT OFFERS
The Civilization IV website is a valuable resource for detailed game features and tips, information on the various civilizations in the game, developer blogs, community details and much more. The website also serves as a central destination for the most popular mods and scenarios available for you to download, opening up the world of Civilization beyond the box.Also check the website for the latest news, patches and information about future Civilization products. www.aspyr.com
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During Play
Once again, get rid of any menus waiting for a response from you, and then type [Cmd-l]. (Alternatively, hit [Esc] and then click on Load Game.) This will bring up the Load Game screen.
Quick Save
One other save/load option is available to you: Quick Save, which is particularly useful when youre in a hurry.Type [ShiftF5] to Quick Save your game. The game will be automatically saved without requiring further input from you. Only one game can be quick-saved at a time: a future quick-save will overwrite the current one. Type [Shift-F8] to load the quick-saved game.
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Chapter 2
the basics
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INTRODUCTION
This section of the manual provides an overview of Sid Meiers Civilization IV.This is all you need to get started; look this section over and then start playing.Then check out the Advanced Rules section if youre seeking more in-depth info. Dont forget about the in-game online Civilopedia, either! That is loaded with lots of very useful info. See page 6 for more details on the Civilopedia.
THE INTERFACE
OVERVIEW
In Civilization IV, we have strived to create an interface that is attractive and easy to use. We have followed standard gaming conventions right-click to move a unit, action icons for active units, and so forth where possible, hopefully making the game easy for experienced gamers to pick up, but we have also been willing to break conventions when necessary.
Research Bar
Details Box
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Show Titles
Scores Display
Bare Map
Main Map
This is where the action takes place.The Main Map displays all of your Known World therein you can see your cities, terrain, improvements, resources and units, and all neutral/foreign lands that are visible to you.
N AVIGATING
THE
M AIN M AP
There are a number of ways that you can change your point of view on the Main Map: Zoom In and Zoom Out: Use your mouse wheel or press [PageUp] and [PageDown] to zoom in and out on the Main Map. Scroll: Move your cursor to the edge of the screen to scroll the Main Map in that direction. Re-Center: Click on a space on the Main Map to center the Main Map on that space. Change Viewing Angle: Press [Cmd-left arrow] and [Cmdright arrow] to change your viewing angle by 45 degrees. Auto-Center Upon Unit Activation: When a unit becomes active during your turn the Main Map automatically centers upon that unit. Manually Center Upon Active Unit: press [c] to center on the current active unit (sometimes necessary after scrolling around during your turn). Mini Map: Click on a space on the Mini Map to center the Main Maps view on that space.
Mini Map
Mini Map
The Mini-Map is a much smaller representation of the world. As described above, you can re-center the Main Map by clicking on a location in the Mini Map.
B UTTONS
There are a number of buttons along the top edge of the Mini Map; these allow you to manipulate what is displayed on the Main Map. These buttons toggle click once to turn on a display, click again to turn it off. Ping: This function is useful only during multiplayer games. It allows you to mark a location on the map that is visible only to players on your team. (See the section on Multiplayer Games for more details.) Show Tiles: This places a visible grid atop the tiles on the Main Map. Bare Map: This hides all units on the Main Map. Yields Display: This displays the commerce, food and production yields of each tile.
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Resource Display: This highlights all resources on the Main Map. Scores Display: This hides/reveals the scores display which is atop the Mini Map.
Research Bar
The Research Bar shows what technology you are currently researching and how many turns until research is completed. [Left-click] on the bar to open the available research list and then right-click on an icon to open the Technology Tree. (See Technology on page 65.)
Your Banner
This displays your civilizations war banner. Roll your cursor atop your banner to see details about your civilization and your leader. Click on the banner to open your civilizations capital city.
Date
This shows the current turn date. Note that the amount of time that passes each turn changes over the course of the game. Early turns consume as many as 40 years, while later turns consume five years or fewer.
Civilopedia Button
Click on this button to access the online Civilopedia (see the Civilopedia section of this manual on page 6).
Advisor Buttons
These buttons allow you to access the various advisor and information screens which help you manage your growing empire: Domestic Advisor Finance Advisor Civic Advisor Foreign Advisor Military Advisor Technology Tree Religion Advisor Victory Screen Palace Screen
Details Box
The Details Box displays information about the currently active unit.
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THE KEYBOARD
The keyboard contains a number of shortcut keys which allow you to perform various functions at the stroke of a button (or buttons). If your keyboard is equipped with a number pad, even better. The number pad controls unit movement, among other things. See the Shortcut Keys diagram for a list of all keyboard controls and shortcuts.
THE MOUSE
Sid Meiers Civilization IV plays best when you use a combination of keystrokes and mouse-clicks to control the game. We highly recommend that you use a mouse with two buttons and a scrolling wheel when playing.
THE CIVILOPEDIA
As described earlier in the manual, Sid Meiers Civilization IV contains an online database called the Civilopedia.This contains a lot of useful information about the game. To reach the Civilopedia, [Left-Click] on the ? (question-mark) icon on the Main Screen, or press .
Conventions
K EYBOARD
This Sid Meiers Civilization IV manual uses the following conventions to indicate keystrokes: [s] or [S] [Shift-S] [Num 5] press s press Shift and Sbuttons simultaneously press the 5 on the keyboards number pad.
TERRAIN
OVERVIEW
In Civilization IV, the world is made up of land and sea tiles (also known as squaresor plots). Press the Toggle Show Tiles button atop the Mini Map (see page 25) to make this clearer. Each square has a number of classifications, including height, terrain type, features, resources, and bordering. Thus you might have a jungle square atop a hill adjacent to a river with the ivory (elephant) resource, or a simple grassland square, or anything in-between. These elements help determine the usefulness of the square as a place to build a city, as well as how easy or difficult it is to move through the square. And a squares terrain may have important effects on any combat taking place there. [Rollover] a square to see what kind it is: info about that square will appear above the Unit Info box.
[Cmd + t] press the Command button and t simultaneously. [Num Ins] press the Insert (or 0) key on the number pad.
M OUSE
This manual uses the following conventions to indicate mouse actions: [Rollover] [Left-Click] [Right-Click] [Drag Left-Click] move your cursor atop the indicated item on the game screen. place your cursor on the indicated spot and press and then release your left mouse button. place your cursor on the indicated spot and press and then release your right mouse button. place your cursor at the indicated spot and press and hold the left mouse button. While pressing the button, drag the cursor to the appropriate location.
LAND
OR
SEA
[Double Left-Click] place cursor at the indicated spot and then press/release your left mouse button twice.
All squares are either land or sea squares. Sea units cannot enter land spaces (except for coastal cities), and land units cannot enter sea squares, unless they are carried aboard transport vessels (see page 124). Some air units can enter both land and sea squares. (See Air Units on page 128.)
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TERRAIN CHARACTERISTICS
Each square has a number of characteristics: Movement Point (mp) Cost: This determines how quickly units can move in that square. A squares mp cost will be 1, 2, or Imp (impassable). Defensive Bonus: These are combat bonuses many units receive when they are attacked while in a space.Terrain defensive bonuses run from 0 to 75%. Productivity: Productivity determines how useful a space is to a city built on or near to that space.A spaces productivity is measured in three separate categories, each of which will have a value of 0 to 3. Commerce: How much wealth the space provides. Productivity: How much raw materials (used to create buildings and units) the space provides. Food: How much food the space provides.
RIVERS
Rivers run alongside land squares, not in them. Crossing a river negates the movement benefit of roads until the discovery of Construction (see Roads, page 71). Rivers also reduce an attackers combat strength when the target is on the other side of the river. Rivers improve adjacent squares health and commerce as well. Finally, rivers can be used as part of your trade network (see page 72).
SEA SQUARES
There are two different kinds of sea squares: ocean and coast. Some naval units must stay in coastal squares and cannot enter ocean squares, while other units can move freely through both. Land units cannot enter sea squares ocean or coast.
RESOURCES
The land and sea are filled with various resources that can aid in a civilizations growth and development. During a game, you will want to build your cities near to resources so that they can take advantage of the resources bonuses. In order for a civilization to utilize a resource, a worker must build an improvement on it for instance, the gold resource requires construction of a mine. A city will get the benefits of an improved resource if that resource is within the citys city radius. If not, the improved resource must be connected to the city by a transport network of roads, rivers and coastlines for that city to gain its benefits. Some resources are visible at the start of a game, while others wont become visible until your civilization has mastered the appropriate technology. The iron resource, for instance, isnt visible until your civilization has learned the Ironworking technology. See Advanced Resources for a full list of resources.
Commerce
Food
Productivity
Health: How much health a city will receive if it is built on that space. A space may have a health rating of 0 (normal) or +2 (adjacent to fresh water). Resources: A space may provide a special resource such as rice, spices, or iron. Note that you may need knowledge of special technologies to utilize (or even see!) certain resources. (See Resources below for more details on resources.)
PEAKS
Peaks are tall mountains. Peaks are impassable: units cannot move into peaks, and cities cannot draw production from them.
TERRAIN EFFECTS
Terrain effects are more fully described in the Advanced Terrain portion of this manual. However, the easiest way to learn about terrain is to [Rollover] your cursor on various spaces on the Main Map.
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UNITS
OVERVIEW
In Civilization IV, the term unit refers to anything that can move around the map.There are a number of different types of units in play military units, workers, settlers, missionaries and so forth with military units forming the bulk of them.At the start of the game, youll probably have two units: a settler and a warrior or scout.
MOVEMENT SPEED
A units movement speed determines how quickly the unit can move around the map. Movement speeds range from 1 to 8 (though early units most often have movements of 1 or 2). Air units have special rules governing their movement. See the Air Units section (page 128) for details.
COMBAT STRENGTH
A units combat strength determines how tough the unit is when fighting an enemy unit. Early unit combat strengths range from 1 to 6, while modern units have strengths of up to 40. Some units have combat strengths of 0, which indicates that the unit cannot fight or has special rules governing its combat. See later sections for more details.
UNIT ABILITIES
As discussed above, many units have special abilities in addition to movement and combat. Military units most often have combat-related abilities bonuses when attacking specific kinds of units or when defending in specific terrain, for instance. Once again, check the units entry in the Civilopedia or [roll over] a unit to see its special abilities.
UNIT CATEGORIES
Units are grouped into 11 different categories. During the early part of the game you are likely to run into the first seven. The categories are: Civilian (Non-Combat) Units: settlers, workers, work boats, etc. Recon Units: scouts, explorers, etc. Archery Units: archers, longbowmen, crossbowmen, etc. Mounted Units: chariots, horsemen, war elephants, etc. Melee Units: warriors, axemen, spearmen, swordsmen, etc. Siege Weapons: Catapults, cannon, etc. Naval Units:Work boats, galleys, caravels, ironclads, carriers, etc. Gunpowder Units: Musketmen, riflemen, infantry, etc. Armored Units: Tanks, panzers, modern armor. Air Units: Fighters, bombers, etc. Helicopter Units: Gunships.
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+50% City Defense:When attacked while in a city, the archers current strength is increased by 50%. A fully healthy archers base defensive strength in a city would be 4.5. +25% Hills Defense:When attacked while atop a hill, the archers current strength is increased by 25%. SPEARMAN Melee Unit, Strength 4, Movement 1 Special Abilities: +100% versus Mounted Units:When in battle against mounted units (horsemen, chariots, elephants, etc.), the Spearmans current base strength is doubled from 4 to 8. AXEMAN Melee Unit, Strength 5, Movement 1 Special Abilities: +50% versus Melee Units:When in battle against melee units (warriors, spearmen, axemen, and so forth), the axemans strength is increased by half. CHARIOT Mounted Unit, Strength 4, Movement 2 Special Abilities: 20% Chance of Withdrawing from Attack: When a chariot makes an unsuccessful attack, theres a 20% chance that it will cease the attack before it is destroyed. Doesnt Receive Defensive Bonuses: Receives no bonuses for defending in good defensive terrain or in cities. Cannot fortify (see below).
SCOUT Recon Unit, Strength 1, Movement 2 Special Abilities: Better Results from Tribal Villages: Scouts will not rouse angry villagers when they enter tribal villages (see below). +100% versus Animals: Scouts combat strength is doubled when fighting animals. Can Only Defend: Scouts cannot attack other units. SETTLER Civilian Unit, Strength 0, Movement 2 Special Abilities: Can Build a City:This unit can build a new city. See Building Cities, page 45, for details. WORKER Civilian Unit, Strength 0, Movement 2 Special Abilities: Can Build Improvements:This unit can build farms, mines, roads, and so forth. See Workers, page 71, for details. WORK BOAT Civilian Naval Unit, Strength 0, Movement 2 Special Abilities: Can Build Sea Improvements:This unit can build fishing boats, whaling boats, offshore platforms. See Work Boats, page 76, for details.
ACTIVATING UNITS
A unit must be active to do anything. An active unit is indicated by a blinking cursor at the units feet. During your turn, the computer will activate each unit one by one, until all of your units have been given orders. However, the computer will not activate units that are fortified,asleep, or in the middle of carrying out previous orders such as explore, heal, or
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go to. See below for descriptions of these and other orders. Once a unit has used up all of its movement points it can do nothing else during that turn. You can also activate any unit by clicking on it, even if that unit is in the middle of carrying out other orders. If one unit is active, you can click on another and it will become active; you can then return to the previously-activated unit later.
If the unit cannot reach the target space in one turn, it will go as far as it can. During subsequent turns it will continue to move on its own until it reaches the target. If the unit cannot find a path to its target space, it will cease movement and await further orders.You can also interrupt a units journey by activating the unit and giving it new orders.
7 89 4 56 1 23
M OVING
[Right-Click] on the space that you want the active unit to move to.The unit will figure out the fastest route to that space and then proceed on its way. If the unit reaches the target space and still has movement points remaining, it will remain active and await further orders.
UNIT ACTIONS
In addition to moving and attacking, many units can perform special actions during their turn. If an active unit is eligible
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to perform special actions, action icons appear in the Unit Action Box on the Main Screen. [Rollover] an action icon to see what it does. Below is a list of the military unit actions youre likely to run into in the early stages of the game. (Worker and Settler actions appear in later sections.)
until you give it new orders. (Some units notably mounted units cannot fortify.) Sleep: The unit goes inactive. It remains where it is until you activate it.This action is used by units that are ineligible for the fortify action. Sentry: The unit remains inactive until an enemy unit enters an adjacent square. Pillage: The unit destroys an improvement in the space it occupies. If there is more than one improvement in the space, the unit will destroy the most valuable. (In other words it would take two actions to destroy both a farm and a road in a space.) Promotions: If a unit has earned a promotion, icons for all available promotions will appear in the units action box. See Promotions for more details. Fortify/Sleep Until Healed: An injured unit will fortify or sleep until it has regained all of its combat strength; then it will reactivate.
COMBAT
There are several different kinds of combat in Civilization IV: standard combat, bombardment, and bombing. Bombing will not occur very early in the game; for now well concentrate on standard combat and bombardment. Standard combat occurs when a unit attempts to enter a space occupied by a hostile unit. When this occurs the computer compares the combat strengths of the two opponents (modi-
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fied as appropriate for terrain and special abilities) and generates a result. If the defender is victorious, the attacker is destroyed and the defender remains where it was. If the attacker is victorious the defender is destroyed and if the space is now vacant of hostile units the attacker moves into it. Certain special abilities may allow for different outcomes; well discuss these later.
However, as discussed, a variety of things might modify a units strength during a combat. Here are some of the most important:
INJURY
When a unit takes damage in battle, its combat strength is reduced until that unit heals (see below).
FORTIFICATION
Some units can fortify build temporary defenses such as trenches or light walls. A fortified unit gains a defensive bonus of 5% per turn it remains motionless, to a maximum bonus of 25%. A unit loses this bonus if it attacks or moves from its square.
HOSTILE UNITS
Units are considered hostile if their two civilizations are at war with each other. Otherwise, the units are neutral, and can occupy the same space without combat. Barbarian and animal units are always hostile to everybody.
FORT
If a unit occupies a space in which a worker has built the fort improvement, it gains a defensive bonus of 25%.
HOW TO ATTACK
To attack another unit, order one of your units to enter its space. If that unit is hostile, combat will ensue immediately. If that unit is neutral, the program asks if you want to attack the unit or move peacefully into its space. If you choose to attack, you declare war on the units civilization and fighting begins. Note that some special rules come into effect if you are attacking a space containing more than one defending unit (see below).
DEFENSIVE TERRAIN
Many units gain bonuses when they are attacked while occupying certain kinds of terrain. Melee, archer and recon units get a defensive bonus of 50% when defending in forest or jungle, for instance, while mounted and siege units do not.
CITY DEFENSES
Units defending inside cities may get defensive bonuses for a citys fortifications or for its cultural defensive bonus (see Cities, page 45).
PROMOTIONS
A unit may have received one or more promotions (see below) which give it combat bonuses.
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SPECIAL UNITS
Certain units have special rules governing their combat.
COMBAT INJURIES
A unit which survives combat may have sustained injuries which temporarily lower the units combat strength.The units strength remains lowered until the unit heals the damage.
Recovery Speed
Units heal fastest when they are inside their cultural borders. The healing process is slowed somewhat if the unit is in neutral lands, and it is slowed even more if the unit occupies enemy territory.
Invisible Units
Some units such as spies are invisible.They cannot be harmed in combat, even if an enemy unit moves into their space.
MEDIC PROMOTIONS
Units who have received the Medic promotion heal 10% faster, as do other friendly units occupying the same space. (The more advanced Medic II promotion extends this benefit to units in adjacent spaces.)
PROMOTIONS
When a unit has gained a certain amount of experience in battle, it becomes eligible for promotion. Promotions give the unit special abilities, making the unit stronger, faster, or better
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in some other way. Some promotions are available only to certain unit types; some require that the unit possess other promotions before they are available. Theres no limit to the number of promotions a unit can receive.
Barracks: Units start with 2 xps if constructed in cities with barracks. Vassalage Civic: Units start with 2 xps if constructed by civilizations using the Vassalage legal civic. Theocracy: Units start with 2 xps if constructed in a city with the state religion while the civilization is employing the Theocracy civic.
EXPERIENCE POINTS
When a unit wins a battle, it gains one or more experience points (xps). A unit may begin the game with xps if it is constructed in a city containing a barracks, and certain civics (see page 82) will give new units xps as well. When the unit has accrued enough xps, it is eligible for promotion. A unit receives the first promotion when it has 2 xps.The second requires 5 xps, the third 10, the fourth 17, and so on. The Details Box displays how many xps the currently-active unit has, and how many are needed for the next promotion.
P ICKING
THE
P ROMOTION
When your unit is eligible for a promotion, the available promotions appear in the units action buttons. Click on a button to acquire that promotion.
P ROMOTIONS L IST
See page 136 for a complete list of promotions available to units.
CITIES
Cities are vital to your civilizations success.They allow you to build units, buildings and wonders. They allow you to gain wealth and research new technologies.They allow you to dominate terrain. Cities are fairly complex entities, and a good deal of your time will be spent on their maintenance and management.You cannot win without powerful, well-situated cities.
BUILDING CITIES
Cities are built by settler units. If the settler is in a place where a city can be built (see next), the build city action will appear in the settlers action box. Simply click on the action button and the settler will disappear, to be replaced by the new city. The program suggests a name for this city, or you can give it any name you want. (Once built, city names cannot be changed.)
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proximity to friendly cities as well as to potential enemies. Though cities are usually sited to expand ones borders and to take the best advantage of local resources, a city may also be built for purely geopolitical reasons to obstruct another civilizations expansion, for instance.
COUNTERING CORRUPTION
The distance penalty can be countered in a number of fashions. The National Property civic removes the distance penalty entirely. The courthouse building decreases corruption in the city where it is built. The Versailles and Forbidden Palace wonders cause their cities to become additional centers of government, greatly decreasing corruption in themselves and surrounding cities.
Trade
International trade routes are traced from your capital city to the other civs capital city. If that path is blocked, the two civs cannot engage in trade. Further, your resources must be connected via trade route to your capital to be able to be traded with other civs. Likewise, your cities gain the benefit of resources acquired from trade only if they are connected to the capital.
CAPTURING CITIES
You can capture barbarian cities or cities belonging to civilizations that you are at war with.To do so you must enter the city with a military unit; this usually involves destroying the enemy units defending the city.When you capture an enemy city you have the option of destroying the city or installing a new governor. If you choose to destroy the city, it and everything it contains is done away with. If you choose to install a new governor, the captured city will usually go through several turns of resistance (see following) before joining your civilization. If the captured city has a population size of 1 or has no cultural value, you will automatically destroy the city.
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Resistance
After you capture a city, it may be a while before its citizens recognize their good fortune in having gained such a wise and benevolent leader as yourself. In the meantime, they may resist your rule. Further, cities under great cultural pressure may go into resistance before revolting and flipping to another civilizations control (see Cultural Borders, page 63). Note that your cities are more likely to flip if their religion is different from your state religion and the same as the state religion of the civilization putting pressure on them.
CITY DEFENSES
Cities are defended from capture by the units inside them. Archer units get a defensive bonus (see page 138) when defending inside cities; this makes them particularly good choices for early garrisons. You can construct a number of buildings to enhance a citys defense: walls and castles, for example. A city with a high cultural value (see page 50) will give a defensive bonus to the units defending the city. However, the physical and cultural defensive bonuses are NOT cumulative: the units receive whichever of the two bonuses is higher. Note: Modern military units musketmen and later get no benefit from man-made defenses (walls and castles). They do get cultural defensive bonuses, however.
Effects of Resistance
No Production, Commerce or Food: If a city is in resistance, its population refuses to work.Thus the city produces no food, production, or commerce for the duration of the resistance. No Cultural Radius: The city has no cultural radius (see page 61). No Cultural Defensive Bonus: The city receives no defensive bonus for size or culture (see City Defenses, page 49).
Duration of Resistance
The duration of a citys resistance is based upon the citys similarity or dissimilarity to your civilization. If you recapture one of your own cities shortly after it was taken from you, youll see little or no resistance. A foreign city that has been under a lot of cultural pressure from your civilization will tend to spend less time in resistance, as will a city that shares your civilizations religion. A large, established foreign city with a lot of culture and a different religion will resist longer. You cannot do much to shorten the duration of resistance once it is in progress. However once the resistance ends you can lessen the chances of the city returning to that state by passing your state religion to that city and building temples and such, and by raising the citys culture and reducing any outside cultural pressure on that city. It is also a good idea to have one or two units garrisoning a city in resistance. A Great Artist (see Great People, page 91) can instantly end resistance in a city by creating a Great Work in it but be warned that this will consume the Artist.
City Map
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U NIT L IST
The unit list displays all of the units that currently occupy the city.You can activate a unit by clicking on its icon in this list.
C ITY N ATIONALITY
This displays the nationality breakdown of the city: what percentage of the population is your nationality, and what percentage represents other nationalities. Cities with high foreign nationalities are more likely to revolt and flip to that nationality, and they suffer greater war weariness unhappiness if you go to war against that nationality.
C ITY M AINTENANCE
This displays the citys current maintenance cost to your civilization.
R ELIGION L IST
This tells you what religions are present in the city, and what percentage of the population worships each.
F OOD B AR
This shows you how much food your city currently has in storage, and how long until the citys population expands.
P RODUCTION B AR
This shows you how much production your city currently has in storage, and how long until the city completes its current project.
H EALTH
AND
H APPINESS D ISPLAYS
C ULTURE D ISPLAY
The culture display shows you how many culture points your city is generating. It also tells you what your citys current cultural rank is. The ranks are poor, fledgling, developing, refined, dominant, and legendary. See Culture Points below.
These displays show you how healthy and happy your city is. (See below.)
S PECIALIST D ISPLAY
This shows you if any of your population has been assigned to be a specialist and how many specialist slots are still open. See below.
R ESOURCE B OX
The resource box displays what resources your city has access to including local, national, and trade-based resources.
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T HE C ITY M AP
In the center of the city screen is the city map. It displays your city in the center and the city radius the area around your city that your citys population can work. (See below for more details on the city radius.) The map shows which of the squares are currently being worked these are indicated by circles around the square. The city automatically assigns its population to work squares that provide it a balanced supply of commerce, food and production.You can change a citys priorities in a number of ways; see Advanced Cities for details.
citys population will grow. If the city takes in less food than it needs, the citys population will decline. Your workers can increase a citys food supply by improving the land around the city with farms and by clearing forests and jungles.
City Commerce
Each of your cities generates a certain amount of commerce each turn. The base amount is determined by the land surrounding the city: e.g., gold mines generate a lot of commerce, as do squares bordering rivers, while desert squares produce no commerce.This base amount is modified by a large number of factors, including your civilizations civics, whether or not the city is located on a coast, and so forth. Your civilizations income is the sum of all commerce generated by your cities plus commerce generated through trade with other civilizations, minus your expenses and losses from corruption (see Corruption, page 46). You expend your income in a variety of ways: to support military units, to hurry production of units (under certain civics), to purchase items from other civilizations and so forth, and a large portion of your income is spent on technology research. You can see how all of your money is being spent by opening the Financial Advisor screen [F2].
CITY MANAGEMENT
As said above, cities are somewhat complex entities in Sid Meiers Civilization IV. However, theyre also heavily automated, and to a large degree theyll govern themselves. For the first few games all you really need to think about is what the city will build and how to protect the city and connect it to your other cities. Once you have a few games under your belt you might want to check out Advanced Cities to learn how all of the buttons, levers and dials work. In the meantime, here are a few things that affect the success of your city. If you have questions, check the Civilopedia or the Advanced City Rules section.
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City Health
The City Health/Happiness Display on the City Screen tells you how healthy your city is. Further, if a city is unhealthy, an Unhealthy City icon (see diagram) will appear next to the citys name on the Main Screen. A city can be healthy or unhealthy. In general, the larger a city is, the more unhealthy it is. Cities sited near jungles or floodplains tend to be unhealthier than ones surrounded by grasslands. Cities near to rivers or freshwater lakes are healthier than ones that arent. Cities with factories are less healthy than cities without them, and so on. A citys poor health has a number of detrimental effects. Most importantly, an unhealthy city requires more food to sustain its population, and cities that are too unhealthy may begin to starve.You can improve a citys health by clearing jungles, producing certain buildings, and by accessing more kinds of food resources.
R EQUIREMENTS
We Love the King occurs randomly to eligible cities. In order to be eligible, the city must meet the following criteria: The citys population must be greater than 7. The city must have no angry citizens. The city must not be losing any food because of unhealthiness (see Advanced Cities for details on city health).
E FFECTS
A city that loves the king pays no maintenance costs that turn, which can be a significant financial boost to your empire.
Specialists
When your city has grown a bit in size, you might want to consider creating one or more specialists in that city. Specialists are created by taking a population point of the city and assigning that population to a specific job: priest, engineer, artist, and so forth. Each of these specialists provides a specific bonus to the city; in addition, specialists allow the city to generate those incredibly useful Great People (see page 91).The more specialists a city has, the faster that city will generate a great person.
City Happiness
The City Health/Happiness Display on the City Screen tells you how happy your city is. Further, if a city is unhappy, an Unhappy City icon (see diagram) will appear next to the citys name on the Main Screen. Unhappiness is caused by a number of factors, including overpopulation and war. If a citys inhabitants are unhappy, some of them will refuse to work. These slackers continue to consume food, however, but they bring in no food, production, or commerce. You can increase a citys happiness by constructing certain buildings temples and coliseums, to name two. Various resources will increase a citys happiness, as will certain civics.
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to support specialists.You cannot create a priest in a city that has no religious buildings, for example, or a scientist in a city without libraries, universities and so forth. These and other buildings will support one or more associated specialists. In addition, certain wonders allow the creation of specialists, as do certain civics. See the Civilopedia for more details.
City Symbols
One or more icons may appear next to a citys name on the Main Map. Heres what they mean: Some citizens in the city are unhappy. The city is unhealthy The city is connected to the capital by a trade route. Buddhism is practiced here. Christianity is practiced here. Confucianism is practiced here. Hinduism is practiced here. Islam is practiced here. Judaism is practiced here. Taoism is practiced here. The city is in revolt. (The number tells for how many turns it will remain in revolt.) This city produces the most research points for your civ. This city produces the most wealth for your civ.
S PECIALIST T YPES
Artist: +1 Research, +4 Culture, +3 Great Person Birth Rate Artists increase the odds of a city generating a Great Artist. Engineer: +2 Production, +3 Great Person Birth Rate Engineers increase the odds of a city generating a Great Engineer. Merchant: +3 Gold, +3 Great Person Birth Rate Merchants increase the odds of a city generating a Great Merchant. Priest: +1 Production, +1 Gold, +3 Great Person Birth Rate Priests increase the odds of a city generating a Great Prophet. Scientist: +3 Research, +3 Great Person Birth Rate Scientists increase the odds of a city generating a Great Scientist. Citizen: +1 Production The citizen is the default specialist. If your city has more population than it needs to work the lands, all excess population is put into this category. If you create another kind of specialist, the city will use a citizen if available, rather than a population point working the fields.
A SIGNING A S PECIALIST
If you are eligible to create a specialist in a city, a small + (plus sign) will appear next to the specialists you are able to create. Click on the plus sign to assign a citizen or population point to that specialty.You can remove a specialist by clicking on the - (minus sign) next to the specialist. Note that some wonders automatically create specialists in cities.You cannot remove those specialists from their assigned tasks. Certain civics and wonders also grant free specialists in all of your cities; you can choose to make them whatever specialists you like, but you cannot turn them back into population.
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This city produces the most production for your civ. This city has a center of government in it, either the Palace, Forbidden Palace national wonder or the Versailles world wonder.
Build a Warrior
The Early Objectives list suggests that the very first thing you need to do is protect your city.To do this you need to build a military unit to garrison your new city otherwise the city will be captured by the first barbarian or enemy unit that finds it. Generally, at the start of the game the warrior unit is the only one available to you. Build it right away; once its complete, fortify the unit right in the city.
Build a Worker
You can build a worker to start improving the lands around your city.Youll need to know certain technologies in order for your worker to do many of the improvements; if you dont have these techs, you might want to hold off on building the worker just yet. (And keep in mind that your city isnt growing while its building the worker.)
Completing Construction
Once your city has completed construction, the citys City Build menu will appear again, asking you what the city should construct next.
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Build a Settler
If youve discovered a good place to build a second city, you might want to build a settler. Its usually a good idea to have a military unit accompany a settler who is going off into the wild; if you dont have such a unit available, you might want to build it first. (And keep in mind that your city isnt growing while its building the settler.) 1. Protect the city.
EARLY OBJECTIVES
Upon building your fist city, your objectives probably should be something like: 2. Explore the world, looking for other city sites as well as for loot and for other civilizations. 3. Improve the land around the city. 4. Build additional cities and expand your nation. 5. Connect your cities and resources with transport and trade networks. 6. Crush your enemies beneath the wheels of your mighty chariots. 7. Improve the citys cultural value.
CITY RADIUS
As described above, the city radius represents the area around the city that the citys population can work. When first created, a city radius consists of the citys square and the nine adjacent squares.When a citys culture grows enough to expand the citys borders, the citys radius will expand as well. The radius expands one space in each direction, except the direct diagonal spaces, resulting in a fat cross shaped radius. Important: A citys population can work only on the fat cross area surrounding the city, even if the citys radius expands to encompass additional squares.
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CULTURAL BORDERS
Your civilizations cultural borders will appear once you have created your first city. Within these borders lies the territory dominated by your cities.Your cities populations can work the land inside your borders and workers can build improvements to access resources and increase city production. Basically, the bigger your civilizations borders are, the more powerful your civilization is. New City Radius
Crossing Borders
Units cannot cross another civilizations borders without having an Open Borders diplomatic agreement with that civ or they must declare war against that civilization to enter. Animals will never cross into a civilizations land (except to attack a unit just inside the borders). Barbarians will, however, since theyre at war with everybody all the time.
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City Construction
No one but you can build a city on land inside your borders.
TECHNOLOGY
There are over 80 technologies available in Civilization IV, each representing an important advance in mankinds ability to manipulate his environment. Each technology provides your civilization with some cool new ability. Some allow you to build new units and/or buildings. Some allow you to conduct diplomacy with your neighbors. Some provide you with new civics (forms of government). Others may allow you to access new resources, or allow your workers to construct new improvements. Its critically important to keep up with your fellow civilizations in the technology race. Otherwise theyll clobber you. Theres nothing worse than going to war against somebody who has the technological edge on you as the sword-wielding Aztecs discovered when they found themselves facing Spanish soldiers with muskets and cannon.
Resources
You can get the benefit of resources only if theyre within your borders.
Improvements
Your workers build improvements only on squares inside your cultural borders (except for roads/rails, which they can build anywhere).
CLASH OF BORDERS
When you have a city that is near another civilizations city, the two will compete for cultural control over the squares between them. Generally, if the square is equidistant from both cities, the city with the highest culture value will have control over it. It is important to keep in mind that the earlier a city begins producing culture, the more difficult it will be for a rival city to dislodge the tiles it controls. Cities are not guaranteed to control a certain number of tiles; if one citys cultural value greatly exceeds the other citys, its control may extend to squares closer to the other city and possibly to the squares directly adjacent to it. Since a city can draw sustenance only from squares within its cultural borders, this may greatly limit the citys growth and possibly lead to starvation or even to the city switching sides and changing its allegiance to the encroaching civilization.
ACQUIRING TECHNOLOGY
Each civilization begins the game with knowledge of several primitive technologies.This list varies from civilization to civilization: one may know The Wheel and Agriculture, while another may know Mysticism and Fishing. Beyond the original technologies, there are a number of ways to acquire new ones:
Friendly Villages
As your units explore the world, they may encounter tribal villages. These villages may attack your explorers, or they may provide maps, money, or new technology.You need to find the villages quickly, however; there are only a limited number of tribal villages on the map, and all civilizations want them.
Diplomacy
As the game progresses, you will be able to acquire technologies from other civilizations through trade. See Diplomacy (page 99) for details.
Research
You can discover new technologies on your own, through research.This is the most common way to acquire technologies. You can begin research once you have constructed your first city.
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you return quickly as your people will start to forget what they have learned as time passes.
COMPLETING RESEARCH
When you have completed your research and learned a new technology, you are then asked what you want to study next. All of the just-learned techs benefits are immediately available to you.
Tech Availability
Not all technologies are available to you at the start of a game. Many techs have prerequisite technologies that you must know before you can learn the new technology for instance, you need to know the Animal Husbandry tech before you can study Horseback Riding and get those cool horse archer units. Some technologies have multiple prerequisites; other technologies require one tech OR another tech to research.A tech will appear on your list only when you have learned the necessary prerequisite technologies.
CHANGING RESEARCH
You are free to change what your civilization is researching at any point in time.You can do this by clicking on the research bar at the top of the main game screen, or by opening up the Tech Tree (see above) and selecting a different tech there. Note to Veteran Civilization Players: Unlike previous Civilization games, there is no immediate penalty for changing research paths.You can research half of one technology, change to a second technology and finish it, then return to the first one and pick up right where you left off before. Just make sure
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adjust it even lower, of course.) Note that the game does not ever automatically INCREASE your research percentage; you must take care of that yourself.
Agriculture
Prerequisites: None Leads To: Pottery, Animal Husbandry Agriculture allows your workers to construct farm improvements. These improve a squares food output, and provide access to rice, wheat, and corn resources. Farm improvements must be built adjacent to fresh water: rivers, oases, or lakes. (Note: the later Civil Service tech allows workers to build chains of farms stretching from the initial fresh water source across the landscape.)
SPEEDING RESEARCH
To get the maximum possible research points, first turn your research percentage up as far as it will go without bankrupting yourself.After that, there are a number of other things you can do.These include:
Animal Husbandry
Prerequisites: Hunting OR Agriculture Leads To: Writing and Horseback Riding Allows your workers to build the pasture improvement.This allows your civ to access horse, cow, pig, and sheep resources.
Civics
Civics like Free Religion and Representation increase your civilizations research.
Archery
Prerequisites: Hunting Leads To: None Archery allows you to build archer units (and later, longbowmen, crossbowmen, and horse archers).
Increase Commerce
Another way to speed up research is to increase the amount of commerce that your cities are generating. Building cottages with workers, settling more cities on the coast, and signing Open Borders agreements (see Diplomacy on page 99) with other civilizations will all generate more commerce in your cities. Buildings like Markets and Banks will increase your cities wealth, thus allowing your civilization to afford a higher research rate.
Fishing
Prerequisites: None Leads To: Pottery, Sailing Fishing enables you to build the work boat unit in coastal cities only, of course.Your cities can now work (draw commerce, production and food from) water tiles.
Hunting
Prerequisites: None Leads To: Archery, Animal Husbandry Hunting allows you to build scout and spearmen units. Hunting also allows your workers to build camp improvements, which provide access to deer, fur (beaver) and ivory (elephant) resources.
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Masonry
Prerequisites: Mining OR Mysticism Leads To: Monotheism, Construction Masonry allows workers to build quarry improvements, which allow your civilization to utilize stone and marble resources. Masonry allows your cities to construct walls, aqueducts (with mathematics), the Pyramids wonder, and the Great Lighthouse wonder (in a city with a lighthouse).
Pottery
Prerequisites: The Wheel and Agriculture OR Fishing Leads To: Writing, Metal Casting Pottery allows your workers to construct cottages, which increase the commerce in their space. (Over time, cottages grow to the even more valuable villages and towns). Pottery also allows you to build granaries in your cities.
Meditation
Prerequisites: Mysticism Leads To: The Priesthood, Philosophy The first to discover this technology founds the Buddhism religion. Meditation also allows your cities to build monasteries (in cities with religion).
Sailing
Prerequisites: Fishing Leads To: Calendar, Compass Sailing allows you to build the galley naval unit and the lighthouse building. It enables you to run your trade network along the coast.
Mining
Prerequisites: None Leads To: Masonry, Bronze Working Mining allows your workers to build mine improvements, which increase the production output of hills, and allow your civilization to access copper, iron, gold, silver, and gems (and later aluminum, coal, and uranium).
The Wheel
Prerequisites: None Leads To: Pottery The wheel allows your workers to construct roads. It also allows you to construct chariot units (if you have the horse resource).
Mysticism
Prerequisites: None Leads To: Meditation, Polytheism, Masonry Mysticism allows your cities to construct obelisks, as well as the Stonehenge wonder. More importantly, this technology leads to meditation and polytheism, both of which provide their first discoverer with a religion.
WORKERS
Workers are non-military units that can improve the land and build roads and railroads. Although they cannot fight a lick, workers are among the most powerful units in the game. Once you have a city or two and enough military units to protect them, youll want to start cranking out workers during the early game you may want as many as one per city.
Polytheism
Prerequisites: Mysticism Leads To: Priesthood, Monotheism, Literature The first person to discover polytheism founds the religion of Hinduism.
WORKER MOVEMENT
Workers have 2 movement points.
CONSTRUCTING ROADS
Workers can build roads, which speed up your units movement. Its critically important to connect your cities with roads as soon as possible to allow you to rapidly move units to defend threatened cities.
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Also, roads between cities and resources create a trade network.This too is really important.
Blue Circles
If a worker is within a citys city radius, when the worker is activated the computer may display blue circles on one or more squares within the city radius. The blue circles indicate spaces that the computer thinks could use improving. Note that the computer is only looking at the city the worker is near; another city elsewhere may need more help than that one.
Locations of Roads
Workers can create roads on any land squares (except impassable ones).Workers can build roads even in neutral and foreign territory.
City Spaces
City spaces have roads in them already.Workers do not need to improve the city space itself.
Changing Improvements
During Construction: If you wish to change an improvement that is under construction, click on the workers involved and give them new orders.Theyll cease work on the original improvement and begin work on the new one. After Construction: You can also order a worker to replace an existing improvement with a new one. Move the worker to the space and give them orders to build the new improvement; theyll replace the existing improvement with the new one.
IMPROVING LAND
Workers can improve land tiles. They can construct mines, pastures, farms, and other extremely useful things.
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ACTION LIST
Following is the list of actions that a worker can make. Build Road: Order the worker to build a road (and later, railroad) in the square it occupies. Roads can be built on any land space (except for impassable spaces). Route To Mode: Order the worker to build a road (and later, railroad) from the square it occupies to a specific space.The worker will find the shortest route and begin construction.The worker will take advantage of any existing road/railroads that would cut its work. Build a Camp: Construct a camp in the space. Camps provide access to the deer, fur (beaver), and ivory (elephant) resources.They can only be built in spaces containing those resources. Build a Cottage: Construct a cottage. Cottages increase the commerce output of a space. Cottages eventually grow into hamlets, villages and then towns, each of which further increases the spaces commerce output. Build a Farm: The worker builds a farm improvement in the space. Farms improve the food output of a space. Farm improvements must be built adjacent to fresh water sources: rivers, oases, or lakes. (Note: the later Civil Service tech allows workers to build chains of farms stretching from the initial fresh water source to spaces across the landscape.) Farms can also be built atop corn, rice or wheat, providing access to those resources. Build a Fort: Construct defensive fortifications. Units in spaces with forts get a 25% defensive bonus. Build a Lumbermill: Construct a lumbermill in the space. Lumbermills increase the production output of the space. If the space is adjacent to a river, lumbermills also increase the commerce of the space. Lumbermills can be built only in forest spaces.
Build a Mine: Construct a mine improvement in the space. Mines can be built on hills, where they improve the hills production output.They can also be built on spaces containing copper, iron, gems, gold, and silver (and later, aluminum, coal, and uranium), providing access to these resources. Build a Pasture: Build a pasture in the space. Pastures provide access to horse, cow, pig and sheep resources; they can only be built in spaces containing those resources. Build a Plantation: Build a plantation in the space. Plantations provide access to bananas, dyes, incense, silk, spices, and sugar resources and can be built only in those spaces. Build a Quarry: Build a quarry in the space. Quarries provide access to stone and marble resources and can be built only in those spaces. Build a Watermill: Construct a watermill in the space. Watermills increase production. Watermills can be built only in flat (non-hill) spaces bordering a river. Build a Windmill: Build a windmill in this space. Windmills increase food, commerce and production on a space.They can be built only on hills. Build a Winery: Build a winery in this space. This improvement provides access to the wine resource. It can be built only in a space with that resource. Build a Workshop: The worker builds a workshop. Workshops increase the production yield of a space, but decrease its food output. Workshops can only be built on flat land spaces, not hills. Chop Down a Forest: Remove the forest. Clear Fallout: Remove fallout (damage caused by nuclear weapons).
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Automated Build Improvements: The worker will move about your civilization, building any improvements the computer thinks would be the most useful. Automated Build Trade Network: The worker will build roads/railroads between all of your cities and resources. Automated Improve Nearest City: The worker will build improvements for the nearest city only.
RELIGION
Through religion, man has sought to make sense of the universe around him and to determine his place in it. Religion has always played a critical part in human history. Religion has inspired, enlightened and ennobled man; in its name men have erected beautiful buildings, written books of great wisdom, and made music of surpassing beauty. In its name men have also murdered and enslaved their fellows.
WORK BOATS
Work boats are similar to workers, except that they can build improvements on water spaces. Unlike the land-based workers, work boats are destroyed when they build an improvement.
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MISSIONARIES
Civilizations can construct special missionary units to spread the state religion. A civilization can have only a limited number of missionary units in play at any one time.
Building Missionaries
Civilizations using the Organized Religion civic (see page 90) can construct missionaries in any city with the state religion; if a civilization is not following Organized Religion, it can build missionaries only in cities with Monasteries."
FOUNDING A RELIGION
If you are the first civilization to discover the associated technology, the religion is founded in one of your cities. It is extremely useful to have a city where a religion has been founded; it allows a prophet to create a shrine in that city (see below).
Moving Missionaries
Once constructed, missionaries can move about the map like any other unit.Your missionaries can freely enter your territory or neutral territory; they cannot enter another civilizations territory until you have an Open Borders agreement with that civ (see Diplomacy, page 99).
STATE RELIGIONS
When any cities in your civilization possess one or more religions, you may choose to assign one as the state religion. Having a state religion tends to make your cities possessing that religion happier and more productive; it also increases the effects of many religious buildings and religious civics.
SPREADING RELIGIONS
Religions spread from two sources. Religions spread from holy cities to other cities they come in contact with (via trade route, for instance). Some religious buildings (see below) increase the speed at which a religion will spread, and a civilizations religious civic (see Civics, page 82) can have a great effect upon the spread of religions, as well. Missionaries allow you to increase the spread of a state religion (see next section).
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Buildings
Without a religion in a city, that city cannot construct religious buildings like Temples and Cathedrals (see below). Cities without religions also cannot create Priest Specialists (see page 55).
Cathedrals
Cathedrals drastically increase a citys culture. They increase happiness if their religion is the civilizations state religion. They allow two population points to be turned into priests. Your civilization can only build one cathedral for every three temples that your civilization possesses; for example, a civilization with seven temples could build two cathedrals. Note that Cathedral is a generic name for a religions grander houses of worship Jewish synagogues, Islamic mosques, Christian cathedrals, etc., all have the same effects in the game.
Shrine Income
If you control the holy city for a religion and generate a Great Prophet, you can build the Shrine for that religion in the holy city. A shrine earns income for every city in the world that possesses your religion (see below).
Shrines
Shrines can be built only in cities in which a religion has been founded. Shrines are constructed by Great Prophets (see page 93); a great prophet is the only unit that can build a shrine, and the prophet is consumed in the process. Shrines increase the spread of the religion, as well as the home citys culture. They increase the citys chance of generating prophets and allow the city to assign three population as priests. Best of all, shrines generate one gold each turn for every city on the map that has the shrines religion. Each religion has a different name for its shrine.
RELIGIOUS CIVICS
The religious Civics describe how religion affects your civilization. There are five religious civics in the game.You begin the game knowing only Paganism, the most basic religious civic; the other four become available when you learn their associated technologies. See Civics (page 82) for details.
RELIGIOUS BUILDINGS
There are a number of religious buildings available to be constructed. Religious buildings are dedicated to specific religions and can only be built in cities which have that religion. A city with more than one religion can have religious buildings for each religion: for example, a city with Judaism and Confucianism could construct both a Jewish Temple and a Confucian Temple.
Buddhism
The first civilization to discover Meditation will found Buddhism.
Christianity
The first civilization to discover Theology will found Christianity.
Temples
The most primitive religious building. Temples boost a citys culture and happiness. They allow 1 population point to be turned into a priest specialist.
Confucianism
The fist civilization to discover Code of Laws will found Confucianism.
Monasteries
Monasteries increase a citys research by a small amount. More importantly, they allow the city to build missionaries to spread your religion.
Hinduism
The first civilization to discover Polytheism will found Hinduism.
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Islam
The first civilization to discover Divine Right will found Islam.
CATEGORIES OF CIVICS
There are five different categories of civics, each controlling a certain aspect of your civilization: Government, Legal, Labor, Economy, and Religion.You will always have one civic of each type in operation.You can change one category of civics without affecting the others.
Judaism
The first civilization to discover Monotheism will found Judaism.
Taoism
The first civilization to discover Philosophy will found Taoism.
UPKEEP
Each civic type has an upkeep cost associated with it: no upkeep, low upkeep, medium upkeep, and high upkeep. This represents the relative amount of gold that your civilization must pay each turn to employ that civic. In general, the more useful a civic is, the higher its upkeep. The actual cost in gold per turn of civics varies according to the size of your civilization: the more cities you have and the larger your population, the higher the upkeep cost for any and all civics. If you are considering changing a civic, go to the Civics Screen. Check the Upkeep/Turn value on this screen it represents your current ongoing civic outlay then click on the civic you are considering.The Upkeep/Turn value will change to show what your upkeep will become if you change to that civic. Be careful about changing over to civics with high upkeep costs; they are often powerful, but can put a real strain on your treasury. Some civics may be desirable simply because they have no upkeep costs! Its often a good idea to check your Financial Advisor screen before changing civics.
CIVICS
Civics represent the various forms of government available in Civilization IV. Are you a despot or a king, a democraticallyelected ruler or a theocrat? Does your civilization have open markets or closed? Do you have trial by jury, or trial by fire? Many possibilities are available to you.
EFFECTS IN PLAY
The civics you choose to employ have great effect upon the character and success of your civilization. Some civics increase your cities productivity. Others increase their wealth. Some civics make it easier to create and maintain standing armies. Others help you to export your religion to other nations. There are no best civics in the game: all are potentially very useful in different situations.
CHANGING CIVICS
When you acquire the technology that allows you to use a new civic, a screen will pop up asking if you want to change to that civic. At any other time you want to change civics, you need to go to the Civics Screen by clicking on the icon in the topright corner of the screen (or type [F3]). Once on the Civics screen, click on the civic or civics you want to change to, then click on the Revolution button in the bottom-right corner. (If you decide to keep things as they are and not change any
ACQUIRING CIVICS
You begin play with the most primitive civics: despotism, tribalism, and so forth.You acquire other civics through technological advances: the Hereditary Rule civic requires that your civilization master the Monarchy technology, for example, while Mercantilism requires Banking. (In addition, the
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civics, click on Exit Screen rather than Revolution.) You may experience a period of anarchy (see below); when that passes you will be employing your new civics.
CIVICS LIST
See the Civilopedia for an in-depth description of each civic.
Government Civics
DESPOTISM
Tech Requirement: None Upkeep: Low Effect: None.This is the basic government civic. Despotism is a form of government characterized by a ruler who wields absolute power over his people.
HEREDITARY RULE
Tech Requirement: Monarchy Upkeep: Medium Effect: +1 happiness per military unit in a city. Hereditary Rule is a form of government wherein the rulership is passed down from one member of the family to the next.
Delay Period
Your citizens can only endure so much change once you have changed civics you must wait a few turns before you can change them again.This can be awkward particularly if you discover that you cant afford to maintain the new civic but perhaps you should have thought of that before you got everybody so riled up in the first place, huh?
REPRESENTATION
Tech Requirement: Constitution Upkeep: Low Effect: +3 research per specialist, +3 happiness in five largest cities. In a representative government the population elects representatives to run the State on their behalf.
POLICE STATE
Tech Requirement: Fascism Upkeep: High Effect: +25% military unit production, -50% war weariness. Under a police state the government maintains strict control over its populace by means of a police force (and often a secret police force).
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UNIVERSAL SUFFRAGE
Tech Requirement: Democracy Upkeep: Medium Effect: +1 production from town, can spend gold to complete production of a unit/building in a city. Universal suffrage means extending the vote to everyone, regardless of race, creed, or gender.
NATIONHOOD
Tech Requirement: Nationalism Upkeep: Low Effect: Can draft (see Advanced Cities) 3 units per turn, barracks provide +2 happiness. A nation is a group of people sharing some kind of common identity. Nations may be united by language, location, custom, history, or religion (or any combination of them).
Legal Civics
BARBARISM
Tech Requirement: None Upkeep: Low Effect: No effect. Barbarism is the most primitive legal system. Under barbarism, the strong take what they want from the weak.
FREE SPEECH
Tech Requirement: Liberalism Upkeep: None Effect: +2 gold from towns, +100% culture in each city. The term free speech describes a legal system in which a person cannot be stopped from saying anything he or she wants, as long as the speech doesnt cause immediate harm to those around him or her.
VASSALAGE
Tech Requirement: Feudalism Upkeep: High Effect: New military units receive +2 free experience points; lower unit support costs. Vassalage is a feudal term referring to the system in which a person enters a contract with his or her lord, agreeing to serve and protect the lord in return for monetary rewards or sovereignty over a parcel of land.
Labor Civics
TRIBALISM
Tech Requirement: None Upkeep: Low Effect: None.The default labor civic. Tribalism is a form of organization which emphasizes the tribe as the sole unit of importance. Individuals have no rights; each man, woman and child exists only to support the tribe.
BUREAUCRACY
Tech Requirement: Civil Service Upkeep: Medium Effect: +50% production and gold income in capital city. Bureaucracy is a form of government in which a professional class manages the day-to-day operations of the state.
SLAVERY
Tech Requirement: Bronze Working Upkeep: Low Effect: Can sacrifice population to complete building/unit production in a city. Slavery is a system whereby some people are judged far inferior to others and are treated as possessions.
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SERFDOM
Tech Requirement: Feudalism Upkeep: Low Effect: Workers build improvements 50% faster. Serfdom is a more enlightened form of slavery in that the power of the master is not absolute and the serfs are accorded a few rights the right to marry whom they want, perhaps, or the right to own a goat.
MERCANTILISM
Tech Requirement: Banking Upkeep: Medium Effect: +1 free specialist per city, no foreign trade routes. Mercantilism refers to government policy that strictly manages the nations economy.The nation may ban all foreign imports.
FREE MARKET
Tech Requirement: Economics Upkeep: Low Effect: +1 trade route per city. A free market system is similar to a decentralized system except that the state maintains some minimal control over the system.
CASTE SYSTEM
Tech Requirement: Code of Laws Upkeep: Medium Effect: Unlimited artist, merchant and scientist specialists in a city. The caste system is one where ones parentage determines ones place in society.
STATE PROPERTY
Tech Requirement: Communism Upkeep: None Effect: No maintenance costs from distance from palace, +1 food from workshops and watermills. The citizens have no private property: everything belongs to the State.
EMANCIPATION
Tech Requirement: Democracy Upkeep: None Effect: Cuts in half the time it takes for cottages to turn into hamlets, then villages, then towns; gives an unhappiness penalty for civilizations not employing this civic. Emancipation refers to the abolition of slavery, serfdom, and caste system.
ENVIRONMENTALISM
Tech Requirement: Ecology Upkeep: High Effect: +5 health in all cities, +1 happiness from forest and jungle spaces. Environmentalism describes a society in which every effort is made to remain in balance with nature.
Economic Civics
DECENTRALIZATION
Tech Requirement: None Upkeep: Low Effect: None.This is the default economic civics. Decentralization describes an economy in which the central government doesnt attempt to manage the nations production.
Religious Civics
PAGANISM
Tech Requirement: None Upkeep: Low Effect: None.The default religion civic. Paganism describes religions that believe in the holiness of all things around them rocks, trees, animals, clouds and so forth rather than in specific concepts or beings.
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ORGANIZED RELIGION
Tech Requirement: Monotheism Upkeep: High Effect: Can build missionaries without monasteries, cities with state religion construct buildings +25% faster. An organized religion is one in which there is a central authority which determines theology.
GREAT PEOPLE
Time and again through history, there have arisen men and women who have profoundly changed the world around them artists, scientists, prophets and others whose genius sets them head and shoulders above the rest. In Civilization IV, such visionaries are called Great People. There are five different kinds of great people in the game: Great Prophets, Great Merchants, Great Artists, Great Scientists, and Great Engineers. Each has a special ability.
THEOCRACY
Tech Requirement: Theology Upkeep: Medium Effect: new units get +2 free experience points when constructed in cities with state religion, no spread of non-state religion in civilizations cities. A theocracy is a form of government where holy men or women are in charge of the State.
PACIFISM
Tech Requirement: Philosophy Upkeep: None Effect: +100% birth rate of great people in cities with state religion, +1 gold support cost per military unit. Pacifism is the religious belief that all conflict is against the will of God. Man must not fight against his fellow man.
FREE RELIGION
Tech Requirement: Liberalism Upkeep: Low Effect: The civilization has no state religion, +1 happiness per religion in a city, +10% research in all cities. Free religion refers to a society in which no single religion is dominant, in which people are free to worship or not worship as they please. There is no state religion; the government is totally secular.
Wonders
A wonder will generate a certain number of great people points each turn. Further, some wonders can increase a citys (or entire civilizations!) great people point generation significantly (see the Parthenon for an example). Like specialists (see next), some wonders increase the chances of generating a specific type of great person in their city.
Specialists
In each city you can assign citizens to be specialists. Each specialist provides some kind of production bonus to its city; in addition, most generate great people points (the citizen spe-
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cialist being the sole exception). Further, the kinds of specialists you have in a city determine which great people you generate: if all of your specialists in a city are priests, when that city generates a great person, he or she will be a great prophet. If half the specialists are merchants and the other half artists, youll have a fifty-fifty chance of generating a great artist or great merchant. [Rolling over] the Great Person Points bar will display the percentage chance of getting each type of great person.
Great Artists
Great Artists can create great works of art in a city; this immediately gives that city +4000 culture points. This is extremely useful if a city is under cultural threat from a neighbor (or if you wish to culturally attack the neighboring cities!). Great Artists can also permanently settle in a city, providing a continuing large cultural and small research boost to the city.
Great Engineers
Great Engineers can hurry a citys production, greatly speeding up the creation of whatever the city is presently constructing. Most early wonders can be completed in a single turn by Great Engineers, and later ones can be sped up dramatically. Great Engineers can permanently settle in a city, providing a continuing large production and small research boost to that city.
Civics
Some civics (see page 82) increase the speed at which you generate great people.
Great Merchants
A Great Merchant can conduct a trade mission which will immediately give you a whole bunch of gold. Trade missions can ONLY be carried out in foreign cities.To conduct a trade mission, first move the merchant to a wealthy and powerful city as far away from your capital as possible. When the merchant reaches the target city youll be able to conduct the mission. The value of the mission increases the further away and wealthier the target city is. Great Merchants can also settle permanently in a city, providing a continuing large commerce and small food boost to the city.
Golden Ages
You can expend two or more great people to start a Golden Age; see page 94 for more details.
Great Prophets
Great Prophets can create religious shrines (see Religion, page 77). However, Great Prophets can create religious shrines ONLY in a city where a religion was founded. Using a Great Prophet is the only way to build a religions shrine. Great Prophets can also settle in a city, providing a continuing large commerce and small production boost to that city.
Settling in Cities
All great persons have the ability to settle in a city as a sort of super-specialist. Settling a great person in a city will add certain bonuses to that city each turn; for example, a Great Prophet will add 2 production and 5 gold to the city he or she settles in.
Great Scientist
Great Scientists can construct an academy, a building which greatly boosts a citys scientific research as well as its culture. Great Scientists can also settle permanently in a city, providing a large research and small production boost to the city.
SPECIAL ABILITIES
In addition to the abilities they share in common, each great person type has unique abilities.
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GOLDEN AGES
During certain periods of time, some civilizations seem to burst with energy and creativity. The civilizations people become increasingly productive; technological advances come easy to the civilization; and its culture is the envy of the world. Italy during the Renaissance is one such example, and Great Britain in the 19th century another. In Civilization IV, such periods are called Golden Ages.
WONDERS
Wonders are the spectacular buildings, inventions, and concepts that have stood the test of time and changed the world forever.The Pyramids, Notre Dame Cathedral, the Statue of Liberty and Hollywood are all examples of wonders. Wonders require much time and energy from your cities, but once completed, they provide your civilization with many benefits. There are two basic types of wonders: great wonders and national wonders.
GREAT WONDERS
Great wonders are unique; only one of each can be constructed during a game. For example, the Great Lighthouse is a great wonder; whoever completes it first is the only one who may possess its benefits. Great Wonders tend to be quite powerful indeed, but also extremely time-consuming to build.
NATIONAL WONDERS
National wonders may be built once by each civilization in the game.That is, each civilization can have the Wall Street national wonder (though no civilization can have two of them). Each city may only build two national wonders, so be sure to plan ahead where you wish to put them.
CONSTRUCTING WONDERS
Wonders are constructed in cities, like any other building. If you can build a wonder, it will appear in your city build menu; just click on the wonder to get started. Note that only one city in your civilization can be building a single wonder at a time.
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EARLY WONDERS
Heres a list of the wonders that you may be able to construct during the early part of the game. Check out the Civilopedia for a complete list of wonders.
Industrious Leaders
Leaders who possess the Industrious trait build all wonders at twice the usual rate. (See Advanced Civilizations for details.)
Stonehenge
Type: World Wonder Tech Requirement: Mysticism. Production Cost: 120 Production Time Halved By: Stone Obsolete By: Calendar Cultural Output: 8 Great People Points: +2 (increases chance of producing Great Prophets) Effects: Free Obelisk building in every city. Centers the world map.
Great Engineers
You can sacrifice a Great Engineer in a city to complete (or greatly speed up) that citys construction of wonders (or any other building or space ship part, for that matter).
EFFECTS OF WONDERS
Wonders have a broad range of effects. Some increase productivity; others increase income from trade. Some improve research, others make your workers build improvements faster. All wonders improve their home city's cultural output as well as the speed at which the city generates Great People.
The Parthenon
Type: World Wonder Tech Requirement: Polytheism Production Cost: 400 Production Time Halved By: Marble Obsolete By: Chemistry Cultural Output: 10 Great People Points: +2 (increases chance of generating Great Artist) Effects: +50% Great Person birth rate in all cities.
CAPTURING WONDERS
If you capture a city with a great wonder, you gain possession of that wonder. If you capture a city with a national wonder, the national wonder is destroyed. If a city is destroyed, all wonders in that city are destroyed along with it. Great wonders can never be rebuilt once they are destroyed.
WONDER OBSOLESCENCE
Some wonders can become obsolete over time. This obsolescence is caused when any civilization learns a specific technology. When that occurs, the wonder's special effects vanish, but it still continues to produce culture. For example, the Great Lighthouse wonder provides a trade benefit to all coastal cities, as well as +8 culture to the city where it is constructed. The Great Lighthouse is rendered obsolete once any civilization gains the steam power technology, at which point the owner loses the Lighthouse's trade benefit but retains its +8 cultural output.
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The Pyramids
Type: World Wonder Tech Requirement: Masonry Production Cost: 450 Production Time Halved By: Stone Obsolete By: Nothing Cultural Output: 6 Great People Points: 2 (increases chance of generating Great Engineer) Effects: Allows owner to use all government civics.
DIPLOMACY
As Civilization IV progresses and your units explore the world, you will meet the leaders of the other civilizations around you. Each leader is different: some are warlike; others, peaceful. Some are backstabbing liars; others are (usually) honest.Youll have to learn how to deal with these characters: some youll fight right away; others youll negotiate with at least until its time to destroy them a few centuries down the line. You can accomplish a lot through diplomacy. You can trade technologies, resources, maps, gold, and even cities. You can form mutual protection pacts; you can declare war; you can negotiate peace settlements. Success in Civilization IV depends as much on your diplomatic skills as it does on your martial and management prowess.
LEADERS
Each leader has his or her own agenda. They, too, seek to achieve victory some through force of arms, others through technological prowess, others through cultural domination. Youll get clues to their intentions as the game progresses the more warlike leaders will usually not trade anything of military value, the knowledge-focused leaders will seek advanced technologies, and so forth. See Advanced Civilizations and the Civilopedia for more details about each leader.
Leader Attitudes
During the game, each leader will form an opinion of you: how great a threat you are to their civilization, whether you have fought them in the past, whether you have allied with their enemies, how much you can be trusted to keep your word, etc. Leader attitudes come in five flavors: friendly, pleased, cautious, annoyed, and furious.The more a leader likes you, the more likely he or she is to be willing to trade with you, and the better deal he or she will give you.You may be able to trade with hostile leaders, but youre likely to pay a stiff price for whatever you get.You can check your relations with any leader with whom you have contact by [rolling over] that leaders
The Oracle
Type: World Wonder Tech Requirement: Priesthood Production Cost: 150 Production Cost Halved By: Marble Obsolete By: Nothing Cultural Output: 8 Great People Points: 2 (increases chances of generating Great Prophet) Effects: Gain a free technology upon completion of the Oracle.
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name on the Main Screens score box. This will display the leaders attitude and the reasons why they feel that way.
Refusing to Talk
Sometimes a particularly angry leader wont speak to you at all. This occurs most often when your civilizations are at war. Check back again in several turns by then he or she may have cooled off enough to be willing to speak, especially if the military situation has changed.
OPENING DIPLOMACY
You can open diplomacy from the Foreign Advisor screen [F4], or by clicking on the leaders name in the score box on the main screen. Occasionally, a leader might open negotiations with you you can agree or refuse to see the other leader as you like. When diplomacy begins, the Diplomacy Screen appears.
DIPLOMATIC OPTIONS
When diplomacy opens, you (and the other leaders) usually have several choices available:
Declare War
The polite way to open hostilities.
Offer Peace
Available only if youre at war.
Trade
Try to trade stuff with the other civilization.This takes you to the Trade Table (see following page).
RESPONDING TO OFFERS
When another leader makes you an offer, you must choose to refuse or accept the offer. If you accept, the trade occurs immediately. If you decline, the other leader may ask you to make a counter-offer, may end diplomacy, or may declare war on you.
Exit
End the diplomatic session.
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UNTRADEABLE ITEMS
Often you will see items in the leaders column that are colored red. This indicates that the leader will not (or cannot) trade these items with you, so dont bother asking.
TRADABLE THINGS
Heres a list of things that can be traded.
Immediate Items
These are items that are exchanged immediately. That is, the deals have no duration. Immediate items include: lump sum of gold, maps, technology, peace treaties, cities, and so on.
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Technology - Immediate
You immediately learn the technology that has been traded to you.
VICTORY
There are multiple paths to victory in Civilization IV.You can win by achieving political, cultural or technological dominance, and of course, by the ever-popular crushing everyone else into dust beneath the wheels of your chariot method.
Resources - Annual
If a resource is traded to you, you get all of its benefits for as long as the agreement is in place. The trader loses all of the benefits, unless he or she has more than one. (For instance, if somebody trades you iron, you can then construct any military unit that requires iron.The trader can no longer produce such units, unless hes got another source of iron.)
EFFECTS OF VICTORY
You win. Everybody else loses. Game over (but see below). If your victory was spectacular enough, your exploits might be recorded on the Civilization IV Hall of Fame screen.
Cities - Immediate
Your opponent agrees to give you one or more of his or her cities. If you have open borders with the other civilization, all units remain in place. If not, the units in the city are shifted back to their own territory. It is extremely rare for a leader to give up a city unless under great duress.
DEFEAT
If you are wiped off the map or if one of your opponents achieves one of the victories listed below, you lose. The game is over. All of the other leaders will mock you. Its time to start a new game and try again.
VICTORY CONDITIONS
Following is a list of the ways you can achieve victory in Civilization IV. For more details, press [F8] to go to the Victory Conditions screen. There you will see a list of the roads to victory available in the present game and how close you are to achieving each of them. (Note that if a specific type of victory is not listed on the Victory Conditions screen, it means that this particular victory was excluded during game setup.)
Time Victory
The game ends at a specific turn, usually 2050 AD. The civilization with the highest score at the end of that turn wins.
Conquest Victory
The game ends when one civilization eliminate all rivals. A civilization is eliminated when its last city is captured or destroyed even if it still has units in play.
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Domination Victory
The game ends when one civilization controls an overwhelming percentage of the worlds land area and population. To be precise, you need to control two-thirds of the land spaces and have 25% greater population than any of your rivals.
Cultural Victory
The game ends when a civilization has three cities with Legendary Culture (in Normal game speed, 50,000 culture points per city).
Space Race
The game ends when you construct all of the components for your space ship, launch it and successfully reach Alpha Centauri.You can keep track of the space race with rival civs by monitoring the [F8] Victory Conditions screen.This screen lists all of the components needed to build the spaceship and how many you have completed so far.
Diplomatic Victory
Once the United Nations is built, a Secretary-General is voted upon. The Secretary-General can then periodically call for votes on a variety of resolutions. One of these resolutions is for Diplomatic Victory; the winner of that vote wins the game.
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Chapter 3
advanced rules
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INTRODUCTION
This section of the manual contains advanced rules for Sid Meiers Civilization IV. The advanced manual includes sections on terrain, units, cities, technology, difficulty levels, the Options Screen, multiplayer games, and mods.
Snow
Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% Improvements take 50% longer to build.
TERRAIN
In this section youll find a description of all of the terraintypes in the game, followed by a list of the resources.
Ocean
Food: 1 Production: 0 Commerce: 1 Defensive Bonus: 0%
Peak
Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% Impassable terrain.
Desert
Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% +1 commerce adjacent to river; improvements take 25% longer to build.
Plains
Food: 1 Production: 1 Commerce: 0 Defensive Bonus: 0% +1 commerce adjacent to river.
Grassland
Food: 2 Production: 0 Commerce: 0 Defensive Bonus: 0% +1 commerce adjacent to river.
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Tundra
Food: 1 Production: 0 Commerce: 0 Defensive Bonus: 0% +1 commerce adjacent to river; improvements take 25% longer to build.
Hills
Food: -1 Production: +1 Commerce: 0 Defensive Bonus: 25% Costs 2 mp to enter; +1 commerce adjacent to river.
Ice
Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% Impassable terrain
Jungle
Food: -1 Production: 0 Commerce: 0 Defensive Bonus: 50% Costs 2 mp to enter; -0.25 health in nearby cities.
Floodplains
Food: +3 Production: 0 Commerce: 0 Defensive Bonus: 0% +1 commerce adjacent to river; -0.4 health in nearby cities.
Oasis
Food: +3 Production: 0 Commerce: +2 Defensive Bonus: 0% Costs 2 mp to enter; fresh water source; cannot build cities or improvements here.
Forest
Food: 0 Production: +1 Commerce: 0 Defensive Bonus: 50% Costs 2 mps to enter; +0.5 health in nearby cities.
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RESOURCES
Following is a list of all of the resources in the game.
Coal
Tech Revealed By: Steam Power Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +3 Production, 0 Commerce Units Requiring this Bonus: Ironclad (and iron) Additional Effects: Required for construction of Railroad improvement.
Aluminum
Tech Revealed By: Industrialism Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +3 Production, +1 Commerce Units Requiring this Bonus: Jet Fighter (and oil), Modern Armor (and oil), Stealth Bomber (and oil) Construction Speed Halved: Space Elevator, Apollo Program, SDI
Copper
Tech Revealed By: Bronze Working Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +3 Production, 0 Commerce Units Requiring this Bonus: Axeman (or iron), Maceman (or iron), Phalanx (or iron), Spearman (or iron) Construction Speed Halved: Buddhist Stupa, Confucian Academy,Taoist Pagoda, Colossus, Statue of Liberty, Internet
Banana
Tech Revealed By: Always Visible Tech Required to Access: Calendar Improvement Required: Plantation Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +2 Food, 0 Production, 0 Commerce Additional Effects: +2 Health with Plantation
Clam
Tech Revealed By: Always Visible Tech Required to Access: Fishing Improvement Required: Net Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +2 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Fishing Boats
Corn
Tech Revealed By: Always Visible Tech Required to Access: Agriculture Improvement Required: Farm Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +2 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Farm
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Cow
Tech Revealed By: Always Visible Tech Required to Access: Animal Husbandry Improvement Required: Pasture Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +1 Food, +2 Production, 0 Commerce Additional Effects: +1 Health with Pasture
Fish
Tech Revealed By: Always Visible Tech Required to Access: Fishing Improvement Required: Fishing Boats Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +3 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Fishing Boats
Crab
Tech Revealed By: Always Visible Tech Required to Access: Fishing Improvement Required: Net Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +2 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Fishing Boats
Fur
Tech Revealed By: Always Visible Tech Required to Access: Hunting Improvement Required: Camp Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: 0 Food, 0 Production, +3 Commerce Additional Effects: +1 Happiness with Camp
Deer
Tech Revealed By: Always Visible Tech Required to Access: Hunting Improvement Required: Camp Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +2 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Camp
Gems
Tech Revealed By: Always Visible Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: 0 Food, +1 Production, +5 Commerce Additional Effects: +1 Happiness with Mine
Dye
Tech Revealed By: Always Visible Tech Required to Access: Calendar Improvement Required: Plantation Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: 0 Food, 0 Production, +4 Commerce Additional Effects: +1 Happiness with Plantation
Gold
Tech Revealed By: Always Visible Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: 0 Food, +1 Production, +6 Commerce Additional Effects: +1 Happiness with Mine
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Hit Movies
Tech Revealed By: Hollywood Wonder Tech Required to Access: None Wonder Required: Hollywood Base Bonus: 0 Food, 0 Production, 0 Commerce Improved Bonus: 0 Food, 0 Production, 0 Commerce Additional Effects: +1 Happiness
Horse
Tech Revealed By: Always Visible Tech Required to Access: Animal Husbandry Improvement Required: Pasture Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +2 Production, +1 Commerce Units Requiring this Bonus: Cavalry, Chariot, Conquistador (and iron), Cossack, Horse Archer, Immortal, Keshik, Knight (and iron),War Chariot
Hit Musicals
Tech Revealed By: Broadway Wonder Tech Required to Access: None Wonder Required: Broadway Base Bonus: 0 Food, 0 Production, 0 Commerce Improved Bonus: 0 Food, 0 Production, 0 Commerce Additional Effects: +1 Happiness
Incense
Tech Revealed By: Always Visible Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: Food, 0 Production, +5 Commerce Additional Effects: +1 Happiness with Plantation
Hit Singles
Tech Revealed By: Rock n Roll Wonder Tech Required to Access: None Wonder Required: Rock n Roll Base Bonus: 0 Food, 0 Production, 0 Commerce Improved Bonus: 0 Food, 0 Production, 0 Commerce Additional Effects: +1 Happiness
Iron
Tech Revealed By: Iron Working Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +3 Production, 0 Commerce Units Requiring this Bonus: Axeman (or copper), Cannon, Cho-Ko-Nu, Conquistador (and horses), Crossbowman, Frigate, Ironclad (and coal), Knight (and horses), Maceman (or copper), Phalanx (or copper), Pikeman, Praetorian, Samurai, Spearman (or copper), Swordsman Construction Speed Halved: Eiffel Tower
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Ivory
Tech Revealed By: Always Visible Tech Required to Access: Hunting Improvement Required: Camp Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +1 Production, +1 Commerce Units Requiring this Bonus: War Elephant Additional Effects: +1 Happiness with Camp
Pig
Tech Revealed By: Always Visible Tech Required to Access: Animal Husbandry Improvement Required: Camp Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +3 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Pasture
Rice Marble
Tech Revealed By: Always Visible Tech Required to Access: Masonry Improvement Required: Quarry Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +1 Production, +2 Commerce Construction Speed Halved: Hindu Mandir, Islamic Mosque, Hermitage, Heroic Epic, National Epic, Great Library, Hagia Sophia, Oracle, Parthenon, Sistine Chapel,Taj Mahal,Versailles Tech Revealed By: Always Visible Tech Required to Access: Agriculture Improvement Required: Farm Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +1 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Farm
Sheep
Tech Revealed By: Always Visible Tech Required to Access: Animal Husbandry Improvement Required: Pasture Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +2 Food, 0 Production, +1 Commerce Additional Effects: +1 Happiness with Pasture
Oil
Tech Revealed By: Scientific Method Tech Required to Access: Combustion Improvement Required: Well, Offshore Platform Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +2 Production, +1 Commerce Units Requiring this Bonus: Battleship (or uranium), Bomber, Carrier (or uranium), Destroyer (or uranium), Fighter, Gunship, Jet Fighter (and aluminum), Modern Armor (and aluminum), Panzer, Stealth Bomber (and aluminum), Submarine (or uranium),Tank,Transport (or uranium)
Silk
Tech Revealed By: Always Visible Tech Required to Access: Calendar Improvement Required: Plantation Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: 0 Food, 0 Production, +3 Commerce Additional Effects: +1 Happiness with Plantation
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Silver
Tech Revealed By: Always Visible Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: 0 Food, +1 Production, +4 Commerce Additional Effects: +1 Happiness with Mine
Sugar
Tech Revealed By: Always Visible Tech Required to Access: Calendar Improvement Required: Plantation Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +1 Food, 0 Production, +1 Commerce Additional Effects: +1 Happiness with Plantation
Spices
Tech Revealed By: Always Visible Tech Required to Access: Calendar Improvement Required: Plantation Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: +1 Food, 0 Production, +2 Commerce Additional Effects: +1 Happiness with Plantation
Uranium
Tech Revealed By: Physics Tech Required to Access: Mining Improvement Required: Mine Base Bonus: 0 Food, 0 Production, 0 Commerce Improved Bonus: 0 Food, 0 Production, +3 Commerce Units Requiring this Bonus: Battleship (or oil), Carrier (or oil), Destroyer (or oil), ICBM, Submarine (or oil), Transport (or oil), nukes Construction Speed Halved: Manhattan Project
Stone
Tech Revealed By: Always Visible Tech Required to Access: Masonry Improvement Required: Quarry Base Bonus: 0 Food, +1 Production, 0 Commerce Improved Bonus: 0 Food, +2 Production, 0 Commerce Construction Speed Halved: Christian Cathedral, Jewish Synagogue, Mount Rushmore, Oxford University,West Point, Angkor Wat, Chichen Itza, Hanging Gardens, Kremlin, Notre Dame, Pyramids, Spiral Minaret, Stonehenge
Whale
Tech Revealed By: Always Visible Tech Required to Access: Optics Improvement Required: Net Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: 0 Food, +1 Production, +2 Commerce Additional Effects: +1 Happiness with Whaling Boats
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UNITS
Wheat
Tech Revealed By: Always Visible Tech Required to Access: Agriculture Improvement Required: Farm Base Bonus: +1 Food, 0 Production, 0 Commerce Improved Bonus: +2 Food, 0 Production, 0 Commerce Additional Effects: +1 Health with Farm The following units require a bit more explanation than can be found in The Basics portion of this manual.
NAVAL UNITS
Throughout history, mankind has made great use of the seas. For millennia fishing boats have harvested the oceans bounty. Trading vessels have carried goods to every corner of the world. Exploration ships have sought out the oceans secrets. And mighty warships have fought great battles to decide the fates of nations. In Civilization IV the seas are places of great opportunity and peril.
Wine
Tech Revealed By: Always Visible Tech Required to Access: Meditation Improvement Required: Winery Base Bonus: 0 Food, 0 Production, +1 Commerce Improved Bonus: +1 Food, 0 Production, +2 Commerce Additional Effects: +1 Happiness with Winery
DRYDOCKS
The drydock building increases the speed at which a city constructs naval units by 50%. Further, naval units constructed in a city with a drydock begin the game with 4 experience points. (You must have the steel technology to construct drydocks.)
Naval Combat
Naval units can only fight other naval units; they cannot attack land units though some can bombard coastal cities (see page 42). See Air Units to learn how naval and air units interact.
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Naval combat occurs when a naval unit attempts to enter an enemy naval units space in other words, exactly like land combat.The results too are like those from land combat if the attacker loses, the attacking unit is destroyed. If the defender loses, the attacker occupies the defenders space, unless other enemy units still occupy that space. Naval units cannot enter enemy cities, nor can they battle any enemy naval units lurking within.
strengths reduced by 50%. However, the Amphibious promotion negates that penalty.
Naval Transport
Several naval units can transport land units. These include galleys, galleons, and transports (a modern unit). Each transport has a different cargo capacity that determines how many units it can carry.
Battleship
Tech Requirement: Industrialism Resource Requirement: Oil or uranium Strength: 40 Movement: 6 Special Abilities: Causes collateral damage can damage multiple units when attacking (just like catapult barrages). Can bombard city defenses (-20%/turn).
LOADING UNITS
To load a land unit onto a transport, move the unit into the transports space. If the transport occupies a coastal space, the unit loads automatically upon arrival. If the transport is in a city, click on the load transport action icon. If the transport is already at its maximum capacity, the unit will not load.
MOVING UNITS
Transporting units has no effect upon the transports; they move like any other naval units.
Caravel
Tech Requirement: Optics Resource Requirement: None Strength: 3 Movement: 3 Special Abilities: Can carry one scout, explorer, missionary, spy or Great Person. Can enter rival civilizations territory without triggering war.
UNLOADING UNITS
Units can be unloaded into any land square (but see Amphibious Assault, below).To unload all units onto a single land square, order the transport to move into that square. Or you can activate transported units and order them to unload individually. A transport can pick up and drop off land units at any point during its move.
AMPHIBIOUS ASSAULTS
If a land unit attempts to unload into a space containing an enemy unit, the two units fight it out. If the attacker is successful and the land space is now empty, the attacker occupies that space. If other defenders remain in the target space, the attacker remains aboard the transport. Land units attacking from transports have their combat
Carrier
Tech Requirement: Flight Resource Requirement: Oil or uranium Strength: 16 Movement: 5 Special Abilities: Can carry 3 fighter or jet fighter units (see Air Combat).
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Destroyer
Tech Requirement: Combustion Resource Requirement: Oil or uranium Strength: 30 Movement: 8 Special Abilities: Can see submarines. Can intercept aircraft (30%). Can bombard city defenses (-15%/turn).
Ironclad
Tech Requirement: Steel and steam power Resource Requirement: Iron and coal Strength: 12 Movement: 2 Movement Limits: Must stay on coastline or within friendly cultural waters.
Frigate
Tech Requirement: Astronomy and chemistry Resource Requirement: Iron Strength: 8 Movement: 4 Special Abilities: Can bombard city defenses (-10%/turn).
Submarine
Tech Requirement: Radio and combustion Resource Requirement: Oil or uranium Strength: 24 Movement: 6 Special Abilities: Invisible to most units except destroyers and other submarines. Can carry one scout, explorer, missionary, spy or Great Person. Can enter rival civilizations territory without triggering war. Can withdraw from combat (50% chance).
Galleon
Tech Requirement: Astronomy Resource Requirement: None Strength: 4 Movement: 4 Cargo Space: 3
Transport
Tech Requirement: Combustion Resource Requirement: Oil or uranium Strength: 16 Movement: 5 Cargo Space: 4
Galley
Tech Requirement: Sailing Resource Requirement: None Strength: 2 Movement: 2 Cargo Space: 2 Movement Limits: Must stay on coastline or within friendly cultural waters.
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Work Boat
Tech Requirement: Fishing Resource Requirement: None Strength: 0 (non-combat unit) Movement: 2 Movement Limits: Must stay on coastline or within friendly cultural waters. Special Abilities: Can create fishing boats, whaling boats, and offshore platforms.
Fixed-Wing Aircraft
There are two categories of fixed-wing aircraft in the game: fighters and bombers.
FIGHTERS
Fighters are proficient at attacking enemy naval units and intercepting enemy fighters. Further, fighters can be based on aircraft carriers. Fighters can attack land units and bombard enemy city defenses (though not as effectively as bombers). There are two types of fighters: fighters and jet fighters.
BOMBERS
Bombers can bombard enemy city defenses. Further, bombers have a powerful attack against enemy land units. They can attack naval units, as well, but they are less effective when doing so. Bombers can also attack improvements. Bombers cannot be based on aircraft carriers. Bomber units include bombers and stealth bombers.
AIR UNITS
First seeing widespread military use in World War I as unarmed reconnaissance vehicles, over the next half-century aircraft would become the most versatile and powerful part of the modern army. There are two different categories of air units in Civilization IV: rotary-wing aircraft and fixed-wing aircraft.
GUNSHIP MOVEMENT
Gunships move like land units, except that they pay 1 movement point to enter all land spaces. Gunships cannot enter water spaces (except when carried aboard a naval transport unit).
Fixed-Wing Missions
When not rebasing, fixed-wing aircraft can perform a variety of different missions. An aircraft can perform only one mission per turn. Each fixed-wing air unit has a mission range rating. An aircraft can perform missions in any space within this range.
GUNSHIP COMBAT
A gunship fights like any other land unit: if it moves into a space containing an enemy unit, it attacks that unit. If an enemy unit moves into its space, it attacks the gunship.
RECON MISSION
An aircraft can be ordered to perform a recon mission. Click on a space within the unit's range and all units/improvements within range of the recon space will be revealed.
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Gunship
Technology Requirements: Rocketry and flight Resource Requirements: Oil Strength: 20 Movement: 4 Special Abilities: +100% strength when attacking armored units. 25% chance to withdraw from combat. Pays 1 mp to enter all land spaces. Cannot capture cities. Cannot enter sea spaces (except aboard naval transport). Receives no defensive bonuses for terrain.
INTERCEPT MISSION
Fighter units can be ordered on intercept missions.They then have a chance to attack any enemy air units that enter their mission range.
Jet Fighter
Technology Requirements: Composites and flight Resource Requirements: Oil and aluminum Air Strength: 24 Mission Range: 10 Special Abilities: Can intercept aircraft (60% chance). Can destroy tile improvements. Can bombard enemy city defenses (-10%/turn).
Bomber
Technology Requirements: Radio and Flight Resource Requirements: Oil Air Strength: 16 Mission Range: 8 Special Abilities: Can cause collateral damage. Can bombard city defenses (-15%/turn). Can destroy improvements. 50% when attacking naval units.
Stealth Bomber
Technology Requirements: Composites and flight and robotics Resource Requirements: Oil and aluminum Air Strength: 20 Mission Range: 12 Special Abilities: 50% chance to evade interception. Can cause collateral damage. Can bombard city defenses (-20%/turn). Can destroy improvements. -50% when attacking naval units.
Fighter
Technology Requirements: Flight Resource Requirements: Oil Air Strength: 12 Mission Range: 6 Special Abilities: Can intercept aircraft (40% chance). Can destroy tile improvements. Can bombard enemy city defenses (-15%/turn).
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SPIES
Spies are special invisible units which can sneak around the map and have a variety of special abilities. Spies also function defensively by increasing the odds of an enemy spy being exposed if it performs a mission in a nearby tile.
successful, the improvement is destroyed and the spy survives. If unsuccessful, the spy is destroyed and the improvement survives.
STEAL PLANS
This mission has a much higher chance of success in one of a civilizations centers of government a city containing a Palace, Forbidden Palace or Versailles wonder. If successful, the spy survives and you get to see everything that is visible to the foreign civilization.This includes everything in its territory or within sight of its units and borders. If unsuccessful, the spy dies and you dont get to see anything.
Constructing Spies
Spies may be built only in a city with the Scotland Yard national wonder.
Invisible
Spy units are invisible. They cannot be seen, attacked, or otherwise interacted with.
Movement
Spies move like other units, except that they do not cause an automatic declaration of war when crossing foreign cultural borders. Being invisible, spies can move through neutral, friendly and enemy territory without risk.
Investigate City
When a spy enters a foreign city, you are able to see that citys city screen.This is not a mission (see below) and the spy is at no risk.
Spy Missions
Spies may perform a variety of missions, some of which are automatically fatal and others of which contain a chance of destruction. Spies can perform these missions anywhere on the map, including in territory belonging to allies or to civilizations you are at war with.
DESTROY PRODUCTION
A spy performs this mission in a city. If successful, the spy survives and the city loses all production points towards whatever it is currently producing. (This can be quite devastating if the city is just a couple of turns from completing construction of a wonder.) If the mission is unsuccessful, no production is lost and the spy is destroyed.
SABOTAGE IMPROVEMENT
This is performed on any space containing an improvement. If
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ICBMS
ICBMs (intercontinental ballistic missiles), also known as nukes, can ruin a leaders whole day. These are the ultimate weapons available in Civilization IV, and they are extremely potent.
UNITS
The computer makes a kill check against each unit; if the unit fails the check it is destroyed. If the unit passes the check, it may emerge damaged or unscathed.
IMPROVEMENTS
If a nuke detonates on top of or adjacent to an improvement, that improvement is destroyed.
Acquiring Nukes
To build nuclear weapons, you need the following:
Fallout
A nuclear detonation may produce fallout radioactive debris in any of the target squares. Fallout makes the space totally unworkable; in other words, a nearby city cannot draw food, commerce, production, or resources from a square damaged by fallout.
SCRUBBING FALLOUT
Once you have discovered the Ecology technology, your workers can scrub (or clean) fallout. Scrubbing fallout is like any other worker action: multiple workers can scrub a space simultaneously to speed the job up; certain civics and wonders may cause workers to scrub fallout faster; and so forth.
URANIUM
You need access to the Uranium resource to build nukes. Uranium is revealed by the Physics tech.
Constructing Nukes
You build nukes in a city, just like any other unit.
Launching a Nuke
Nukes have unlimited range: they can reach any space on the map. Once launched, nukes reach their target space and detonate immediately.
Area of Effect
Nukes are area of effect weapons; when detonated they cause damage in their target square, but they also cause damage to the eight squares that are adjacent to the target square. In fact, the eight adjacent squares get hit just as hard as the target square.
Diplomatic Penalties
There are serious diplomatic penalties attached to using nukes. Relations with other civilizations are almost certain to drop precipitously, and you may find yourself at the receiving end of someone elses nuclear arsenal.You have been warned!
Damage Effects
BUILDINGS
If a nuke detonates in or adjacent to a city, the computer makes a kill check against each building; if the building passes the check, it emerges unharmed. If the target building fails, it is destroyed (but see bomb shelters, below).Wonders cannot be destroyed by nukes!
Global Warming
Use of nuclear weapons may cause Global Warming to begin, turning previously fertile tiles into useless desert. Prolonged nuclear exchanges may eventually transform the world into an uninhabitable wasteland.
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PROMOTIONS
As described in The Basics portion of the rules, promotions are special abilities awarded to units that are victorious in battle. In addition, some units begin the game with one or more special abilities. Heres a list of the promotions in Civilization IV. Remember that not all promotions are available to all units.
Barrage I
Available To: Siege and armored units. Prerequisites: None Leads To: Accuracy, Barrage II Effects: +20% collateral damage
Accuracy
Available To: Siege weapons Prerequisites: Barrage I Leads To: Nothing Effects: +10% city bombard damage
Barrage II
Available To: Armored units Prerequisites: Barrage I Leads To: Barrage III Effects: +30% collateral damage. +10% vs. melee units.
Ambush
Available To: Siege, gunpowder, armor, and helicopter units Prerequisites: Combat II Leads To: Nothing Effects: +25% vs. armored units
Barrage III
Available To: Armored units Prerequisites: Barrage II Leads To: Nothing Effects: +50% collateral damage. +10% vs. gunpowder units.
Amphibious
Available To: Recon, archery, mounted, melee, siege, and gunpowder units. Prerequisites: Combat II Leads To: Nothing Effects: No combat penalty for attacking from sea. No combat penalty for attacking across a river.
Blitz
Available To: Mounted, armor, and helicopter units Prerequisites: Combat III Leads To: Nothing Effects: Can attack multiple times per turn.
Charge
Available To: Mounted, melee, armored, and helicopter units. Prerequisites: Combat II Leads To: Nothing Effects: +25% vs. siege weapons
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City Garrison I
Available To: Archery, gunpowder units Prerequisites: None Leads To: City Garrison II Effects: +20% city defense.
City Garrison II
Available To: Archery and gunpowder units. Prerequisites: City Garrison I Leads To: City Garrison III Effects: +25% city defense.
Combat I
Available To: Recon, archery, mounted, melee, siege, gunpowder, armored, helicopter, and naval units. Prerequisites: None Leads To: Medic I, Combat II Effects: +10% strength
Combat II
Available To: Recon, archery, mounted, melee, siege, gunpowder, armored, helicopter, and naval units. Prerequisites: Combat I Leads To: Amphibious, Combat III, Formation Effects: +10% strength
City Raider I
Available To: Melee, siege, and armored units. Prerequisites: None Leads To: Accuracy, City Raider II Effects: +20% city attack.
Combat III
Available To: Recon, archery, mounted, melee, siege, gunpowder, armored, helicopter, and naval units. Prerequisites: Combat II Leads To: Combat IV, Sentry Effects: +10% strength
City Raider II
Available To: Melee, siege, and armored units. Prerequisites: City Raider I Leads To: City Raider III Effects: +25% city attack.
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Combat IV
Available To: Recon, archery, mounted, melee, siege, gunpowder, armored, helicopter, and naval units. Prerequisites: Combat III Leads To: Combat V, Commando Effects: Heals additional 10% damage/turn in neutral lands. +10% strength.
Drill I
Available To: Archery, siege, armored, helicopter, and naval units. Prerequisites: None Leads To: Drill II Effects: +1 additional first strike chance.
Combat V
Available To: Recon, archery, mounted, melee, siege, gunpowder, armored, helicopter, and naval units. Prerequisites: Combat IV Leads To: Nothing Effects: Heals additional 10%/turn in enemy lands. +10% strength.
Drill II
Available To: Archery, siege, armored, helicopter, and naval units. Prerequisites: Drill I Leads To: Drill III Effects: 1 extra first strike
Drill III
Available To: Archery, siege, armored, helicopter, and naval units. Prerequisites: Drill II Leads To: Drill IV Effects: +2 first strike chances
Commando
Available To: Recon, archery, mounted, melee, gunpowder, and armored units. Prerequisites: Combat IV Leads To: Nothing Effects: Can use enemy roads.
Drill IV
Available To: Archery, siege, armored, helicopter, and naval units. Prerequisites: Drill III Leads To: Nothing Effects: 2 first strikes. +10% vs. mounted units
Cover
Available To: Melee and gunpowder units. Prerequisites: Combat I Leads To: Nothing Effects: +25% vs. archery units.
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Flanking I
Available To: Mounted, armored, helicopter and naval units. Prerequisites: None Leads To: Flanking II, Navigation I Effects: +10% withdrawal chance.
March
Available To: Recon, archery, mounted, melee, siege, and gunpowder units. Prerequisites: Medic I Leads To: Nothing Effects: Can heal while moving.
Flanking II
Available To: Mounted, armored, helicopter and naval units. Prerequisites: Flanking I Leads To: Mobility Effects: +20% withdrawal chance. Immune to first strikes.
Medic I
Available To: Recon, archery, mounted, melee, siege, gunpowder, and naval units. Prerequisites: Combat I Leads To: Medic II, March Effects: Heals units in same tile +10% damage per turn.
Formation
Available To: Archery, mounted, melee, and gunpowder units. Prerequisites: Combat II Leads To: Nothing Effects: +25% vs. mounted units.
Medic II
Available To: Recon, archery, mounted, melee, siege, gunpowder, and naval units. Prerequisites: Medic I Leads To: Nothing Effects: Heals units in same and adjacent tile +10% damage per turn.
Guerilla I
Available To: Recon, archery, and gunpowder units. Prerequisites: None Leads To: Guerilla II Effects: +20% hills defense.
Mobility
Available To: Mounted and armored units. Prerequisites: Flanking II Leads To: Nothing Effects: All terrain costs 1 mp to enter.
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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Navigation I
Available To: Naval units Prerequisites: None Leads To: Navigation II Effects: +1 movement range.
Woodsman I
Available To: Recon, melee, and gunpowder units. Prerequisites: None Leads To: Woodsman II Effects: +20% jungle defense. +20% forest defense.
Navigation II
Available To: Naval units Prerequisites: Navigation I Leads To: Nothing Effects: +1 movement range.
Woodsman II
Available To: Recon, melee, and gunpowder units. Prerequisites: Woodsman I Leads To: Nothing Effects: Double movement in jungle and forest. +30% jungle and forest defense.
Pinch
Available To: Mounted, gunpowder, armored, and helicopter units. Prerequisites: Combat I Leads To: Nothing Effects: +25% vs. gunpowder units.
Sentry
Available To: Recon, mounted, helicopter and naval units. Prerequisites: Combat III Leads To: Nothing Effects: +1 visibility range.
Shock
Available To: Archery, mounted, melee, and siege weapons Prerequisites: Combat I Leads To: Nothing Effects: +25% vs. melee units.
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CITIES
Players new to Civilization IV and its predecessors might want to play a couple of games before taking on this section. Once youve had a chance to poke around a bit on the City Screen, you should be familiar enough to tackle advanced management of cities.Veterans of previous Civilization games may feel comfortable enough to jump right in and start reading.
City Name
The name of the city is listed at the top of the city screen. Displayed next to it is the citys current size. For each population point that a city has, it possesses one citizen who can either work the land (by selecting any tile in the City Map at the center of the screen) or become a specialist (by using the Specialist Display on the right side of the city screen).
Food Bar
Directly underneath the citys name is the Food Bar. On the left side of the bar is displayed the amount of food that is currently being produced and the amount currently being eaten by the people of the city. Each population point requires two food under normal circumstances; if a city has become unhealthy, it may require additional food (see below). If the citys food supply exceeds the amount needed to feed its people, the Food Bar will begin to fill up and the city will begin to grow. When the Food Bar is completely full, the city gains one population point. (Conversely, if a city does not have enough food to support its population, the Food Bar will shrink and starvation will occur if it is completely empty!) The Food Bar will usually show the number of turns needed for the city to increase in size; moving the mouse over the Food Bar will show the exact amount of food stored at the moment and the amount needed to grow.
City Map
Production Bar
Underneath and accompanying the Food Bar is the Production Bar. On the left side of the bar is displayed the current amount of production that the city creates each turn.The center of the bar shows what the city is currently producing (which could be a unit, building, or wonder) and how many turns it will take for the current project to be completed. [Rolling over] the Production Bar will also show the exact amount of production carried out on the current project so far, and the amount needed for completion. As each turn passes, the Production Bar will fill up until what-
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ever the city is working on is completed. You will then be prompted to select a new project for the city to begin working on, and the process begins all over again.
Happiness Display
Below the Health Display is the Happiness Display, showing both the number of Happy Faces and Unhappy Faces in the city. In a process similar to unhealthiness, each population point adds one unhappy face (indicated by the red unhappy face icon) to a city. Fighting long wars or possessing cities with peoples of foreign nationalities in them may also cause unhappy faces to appear in a city. [Rolling over] the red unhappy face icon will show all of the sources of unhappiness in a city. You will want to combat unhappiness with additional happy faces, which are indicated by a smiling yellow face next to the unhappy face icon. Cities can receive extra happy faces from having a religion in the city, from certain buildings like temples and colosseums, from happiness-producing resources like furs or dyes, and from many other sources. (Remember you can get resources from trade as well as from domestic sources.) [Roll over] the happy face icon to see where a citys happiness is coming from. A city with more happy faces than unhappy ones or equal numbers of both suffers no unusual effects. Cities with more unhappy faces than happy ones will result in unhappy citizens, one for each unhappy face in excess of the number of happy faces (a city with 7 happy faces and 9 unhappy ones will have 2 unhappy citizens). Unhappy citizens eat food just like regular ones, but they refuse to do any work and contribute nothing to your civilization. In extreme cases, this may result in starvation as the unhappy citizens refuse to work the fields and bring in additional food. Since unhappy citizens are nothing more than a drain on your cities, it is rarely a good idea to let your cities exceed their happiness limit, even if the city has the food to do so.
Health Display
To the right of the Food Bar is the citys Health Display, showing both the amount of Health and Unhealthiness in the city. In Civilization IV, each additional population point adds one point of unhealthiness (indicated by the green unhealthy face icon) to a city. Constructing certain buildings such as forges and factories or founding a city in terrain such as jungles or floodplains will also add unhealthiness to a city. [Roll over] the green unhealthy face to see where all of the unhealthiness is coming from. To combat unhealthiness, a city must possess corresponding health points, indicated by a Red Cross icon. Cities receive health from being constructed on fresh water, from certain buildings like aqueducts and hospitals, and from health resources like wheat and cows. [Roll over] the health icon to learn where the current sources of health are coming from. A city that has more health than unhealthiness or an equal number of both suffers no unusual effects. A city with more unhealthiness than health requires one additional food point for each unhealthy face beyond the health limit. For example, a city of size 10 would usually require 20 food to feed all of its citizens; if the city has two more unhealthy faces than health points, it would require 22 food to feed all of its people. Be careful about growing cities larger than their health will support: cities that are too unhealthy will not have enough food to support them and will begin to starve.
Religion List
To the right of the City Defensive Bonus is the citys Religion List, showing all of the religions that are present in the city. If this city is the Holy City for a religion, that religion will have a gold star next to its icon.You can see all of the effects that a religion is having in the city by [rolling over] its icon.
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Resource Box
Below the Religion List is the Resource Box. This box is divided into three sections, showing (from left to right) all of the strategic, health, and happiness resources that the city has access to. In order to have access to a resource, the resource must be improved and within the citys city radius or directly connected to the city by road, rail, river or coast.To receive the benefits of resources gained through trade, the city must be connected to your civilizations capital via a trade network (see page 72).An icon will appear in the resource box for each resource that is present in the city; if you have more than one of the same kind of a resource, a number will appear next to it telling you how many your civilization possesses.
In order to create a specialist, click on one of the tiles being worked on the City Map (these tiles have large white circles around them). This will remove one of the citys population points from working the land and create a Citizen specialist. You can then click on the plus (+) sign next to one of the other specialists and the Citizen specialist will become that specialist. To remove a specialist, click on the minus (-) sign next to its name; this will turn the specialist back into a Citizen (and you can then click on a map tile to put that citizen back to work). It is important to keep in mind that specialists still require two units of food, so creating too many specialists can drop a city into starvation. Generally speaking, cities with lots of food will be able to run the most specialists. All specialists except for Citizens also create Great Person points; see the following section for more information on how this works.
Specialist Display
Directly below the Resource Box is the Specialist Display.This consists of six faces which may or may not have plus (+) and minus (-) signs next to them; from top to bottom the specialists are the Engineer, the Merchant, the Scientist, the Artist, the Priest, and the Citizen. If you have merged any Great People into a city to function as a super specialist (see section on Great People, page 91), they will appear just below the pictures of the normal specialists. At the start of a game, the only specialist that can be created is the Citizen, which adds one point of production to the city.As your city creates additional buildings, you will gain access to the other specialists; for example, the Library allows a city to create two Scientists, and a Temple allows a city to create a Priest. Also note that the Caste System civic allows a city to create unlimited numbers of Merchants, Scientists, and Artists, regardless of whether or not the city has the buildings it would normally take to create them.
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person, try creating more of the specialists associated with that great person (for example, merchants for a great merchant or artists for a great artist).
Minimap
The standard minimap from the main game screen also appears on the city screen, below the Great Person Points Bar. The minimap will show you where the city you are looking at is located.
warned that the governor may not make the same choices that you would!) The circular button to the right of this is the Citizen Automation control; clicking this button gives the governor permission to manage the citys population points as it sees best. The governor will usually try to adopt a balanced mix of food, production, and commerce, but you can give it further instructions with the six small buttons at the bottom of the City Management Menu.The Emphasize Food button tells the governor to concentrate on growth, the Emphasize Production button will focus on providing the maximum number of hammers, and the Emphasize Commerce button will concentrate on bringing in the most total commerce. Below these are the Emphasize Research button (which naturally focuses on science), Emphasize Great People (which will try to run the maximum amount of specialists to bring in more great people), and finally Avoid Growth (which will halt the citys growth at the current level; it may sometimes be preferable to stop a city from growing and producing unhappy citizens). You can also combine these buttons to give multiple commands to the governor; it is possible to tell the governor to both Emphasize Great People and Avoid Growth at the same time, for example.
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Portrait Window
To the left of the City Build Menu is the Portrait Window, which shows a three-dimensional image of whatever the city is building.
Culture Display
Above the Portrait Window and City Production Queue is the citys Culture Display, an indicator of how much culture the city is producing.The culture display lists the rate at which culture is being accumulated each turn, and displays a word indicating the citys current cultural level None, Poor, Fledgling, etc. each cultural level grants the city a 20% defensive bonus. [Roll over] the Culture Display to see exactly how much culture exists in the city and how much is necessary to reach the next cultural level.
City Nationality
Directly above the Culture Display is the City Nationality, a percentage indicator of how many citizens of your nationality the city contains. (Remember that people of foreign nationalities will become unhappy if you go to war with their civilization.)
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City Maintenance
Just above the Trade Income List is the City Maintenance display. In a nutshell, this tells you how much it costs your civilization to maintain this city.Your capital city starts out with a maintenance cost of 0, but as you found more cities they will begin costing your civilization gold. Maintenance costs arise from two different sources: the distance of the city from the capital and the total number of cities in your civilization. [Roll over] the City Maintenance display to see what is driving this citys maintenance costs. There are several ways to deal with city maintenance costs. One of the best is to build courthouses in most cities. Each courthouse reduces its citys maintenance costs by 50%. Building enough courthouses will also allow your civilization to build the Forbidden Palace, which acts as a second capital and helps control the maintenance costs created by your cities distance from the capital. Finally, the State Property civic removes all maintenance costs caused by distance from the capital. Note that courthouses and State Property are not easily accessible during the early game, and you always should be careful of growing your civilization beyond its means. Expanding too far too fast will drain your treasury of gold and reduce the rate at which your civilization conducts research.
As usual, [roll over] each investment percentage to get a more detailed breakdown of how the citys commerce is being spent. For example, lets say a city has 30 total commerce, running 80% science and 20% wealth, with a library (+25% research) and one scientist specialist (+3 research points). [Rolling over] the investment percentages will inform you that the city is producing 6 gold each turn (20% of 30 = 6) and producing 24 base research points (80% of 30 = 24), with a total of 34 research points after the scientist and library are factored in ((24 + 3) x 1.25 = 33.75). Increasing the amount that your civilization invests in culture adds 1 happy face to each of your cities, more if the cities contain theatres, broadcast towers, or coliseums.
City Map
The large map that takes up most of the center of the screen is the City Map. Here you can manually pick which tiles of the citys land that you want its population to be working. Careful management of what tiles your cities are working can be of huge benefit to the growth and development of your civilization. For every population point that the city possesses, you can pick one tile for its people to work (you can also assign specialists if desired, see above). Working tiles are indicated by large white circles. Every tile produces a certain amount of food, production, and commerce. More food will let your city grow faster, more production lets it build things faster, more commerce speeds along research it is up to you to decide which is most important at any one point in time. Remember that you arent required to manually assign your populace to work tiles; the city governor does that for you
Investment Percentages
In the top left corner of the City Screen are the investment percentages, one for research, one for gold, (and later on) one for culture.These are the same investment percentages that appear on the Main Screen (they can be adjusted here on the City Screen as well as on the Main Screen). The City Screen shows exactly how many research points, gold, and culture are being generated in this particular city using the current investment percentages.The percentages dictate how much of the citys total commerce is going into each category.
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automatically. Left alone, governors generally try to choose a balanced approach between food, production, and commerce, but you can issue additional instructions to the governor using the City Management Menu (see page 152). To change the tiles that a city is working, click on one of the tiles with a white circle around it.This will remove that population from working the tile and create a Citizen specialist. Then click again on whichever tile you want the city to work, and the Citizen specialist will go back to working the land on the new tile you have selected.
CIVILIZATIONS
Following is a list of all of the civilizations appearing in the game, as well as each civilizations unique units, leaders, and leader traits.
LEADER TRAITS
Each leader has two traits which give him or her special abilities in the game.The traits are:
Aggressive
Effect: Free promotion (Combat I) for all melee and gunpowder units. Construct at 1/2 Production Cost: Barracks, Drydocks
Unit List
Any units that are stationed inside a city will appear at the bottom of the City Map.You can see each units stats by [rolling over] its icon. If there are more units than can fit on the screen, click on the plus (+) and minus (-) signs to scroll through them all.
Creative
Effect: +2 culture per turn per city. Construct at 1/2 Production Cost: Colloseum,Theatre
Expansive
Effect: +2 health per city Construct at 1/2 Production Cost: Granary, Harbor
Financial
Effect: +1 commerce on spaces generating 2 or more commerce. Construct at 1/2 Production Cost: Bank
Industrious
Effect: +50% wonder production. Construct at 1/2 Production Cost: Forge
Organized
Effect: -50% civic upkeep cost. Construct at 1/2 Production Cost: Courthouse, Lighthouse
Philosophical
Effect: +100% Great People birth rate. Construct at 1/2 Production Cost: University
Spiritual
Effect: No anarchy Construct at 1/2 Production Cost: Temples
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CIVILIZATION LIST
See the Civilopedia for historical backgrounds on each civilization.
Chinese Empire
Starting Technologies: Agriculture, Mining Unique Unit: Cho-Ko-Nu (replaces crossbowman) Leader 1: Mao Zedong Trait: Philosophical Trait: Organized Favorite Civic: State Property Leader 2: Qin Shi Huang Trait: Industrious Trait: Financial Favorite Civic: Police State
American Empire
Starting Technologies: Agriculture, Fishing Unique Unit: Navy Seal (replaces marine) Leader 1: Roosevelt Trait: Industrious Trait: Organized Favorite Civic: Universal Suffrage Leader 2: Washington Trait: Financial Trait: Organized Favorite Civic: Universal Suffrage
Egyptian Empire
Starting Technologies: The Wheel, Agriculture Unique Unit: War Chariot (replaces chariot) Leader: Hatshepsut Trait: Spiritual Trait: Creative Favorite Civic: Hereditary Rule
Arabian Empire
Starting Technologies: Mysticism,The Wheel Unique Unit: Camel Archer (replaces knight) Leader: Saladin Trait: Philosophical Trait: Spiritual Favorite Civic: Theocracy
English Empire
Starting Technologies: Fishing, Mining Unique Unit: Redcoat (replaces rifleman) Leader 1: Elizabeth Trait: Philosophical Trait: Financial Favorite Civic: Free Religion Leader 2: Victoria Trait: Expansive Trait: Financial Favorite Civic: Representation
Aztec Empire
Starting Technologies: Mysticism, Hunting Unique Unit: Jaguar (replaces swordsman) Leader: Montezuma Trait: Aggressive Trait: Spiritual Favorite Civic: Police State
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French Empire
Starting Technologies: The Wheel, Agriculture Unique Unit: Musketeer (replaces musketman) Leader 1: Louis XIV Trait: Industrious Trait: Creative Favorite Civic: Hereditary Rule Leader 2: Napoleon Trait: Aggressive Trait: Industrious Favorite Civic: Representation
Greek Empire
Starting Technologies: Fishing, Hunting Unique Unit: Phalanx (replaces spearman) Leader: Alexander Trait: Philosophical Trait: Aggressive Favorite Civic: Hereditary Rule
Incan Empire
Starting Technologies: Agriculture, Mysticism Unique Unit: Quechua (replaces warrior) Leader: Huayna Capac Trait: Aggressive Trait: Financial Favorite Civic: Hereditary Rule
German Empire
Starting Technologies: Hunting, Mining Unique Unit: Panzer (replaces tank) Leader 1: Bismarck Trait: Expansive Trait: Industrious Favorite Civic: Representation Leader 2: Frederick Trait: Philosophical Trait: Creative Favorite Civic: Universal Suffrage
Indian Empire
Starting Technologies: Mysticism, Mining Unique Unit: Fast Worker (replaces worker) Leader 1: Asoka Trait: Spiritual Trait: Organized Favorite Civic: Universal Suffrage Leader 2: Gandhi Trait: Spiritual Trait: Industrious Favorite Civic: Universal Suffrage
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Japanese Empire
Starting Technologies: Fishing,The Wheel Unique Unit: Samurai (replaces maceman) Leader: Tokugawa Trait: Aggressive Trait: Organized Favorite Civic: Mercantilism
Persian Empire
Starting Technologies: Agriculture, Hunting Unique Unit: Immortal (replaces chariot) Leader: Cyrus Trait: Expansive Trait: Creative Favorite Civic: Representation
Malinese Empire
Starting Technologies: The Wheel, Mining Unique Unit: Skirmisher (replaces archer) Leader: Mansa Musa Trait: Spiritual Trait: Financial Favorite Civic: Free Market
Roman Empire
Starting Technologies: Fishing, Mining Unique Unit: Praetorian (replaces swordsman) Leader: Julius Caesar Trait: Expansive Trait: Organized Favorite Civic: Representation
Mongolian Empire
Starting Technologies: Hunting,The Wheel Unique Unit: Keshik (replaces horse archer) Leader 1: Genghis Khan Trait: Aggressive Trait: Expansive Favorite Civic: Police State Leader 2: Kublai Khan Trait: Aggressive Trait: Creative Favorite Civic: Hereditary Rule
Russian Empire
Starting Technologies: Hunting, Mining Unique Unit: Cossack (replaces cavalry) Leader 1: Catherine Trait: Creative Trait: Financial Favorite Civic: Hereditary Rule Leader 2: Peter Trait: Philosophical Trait: Expansive Favorite Civic: Police State
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Spanish Empire
Starting Technologies: Fishing, Mysticism Unique Unit: Conquistador (replaces knight) Leader: Isabella Trait: Spiritual Trait: Expansive Favorite Civic: Police State
culties; in other words, you can build more units before having to pay gold to support them.This number declines as the difficulty level increases.
Research
Techs are cheaper to research on the lower difficulty levels, more expensive on the higher ones.
Maintenance Costs
Maintenance costs, civic costs, and inflation also all increase with difficulty level.The net result is that you will have a much more strained budget on the higher difficulties.
DIFFICULTY LEVELS
As you improve at playing the game, you may want to increase the difficulty level to provide greater challenges for your civilization to overcome. This section details what actually takes place when you change the difficulty level.
SETTING DIFFICULTY
The difficulties range from Settler (used for the Tutorial) up through Noble (the default difficulty level) eventually to Deity (a nearly impossible level!).You choose which difficulty to play at during the game setup.There is no way to change the difficulty once a game has begun. (For a Custom Game, you can select the difficulty by changing your own difficulty setting in the drop-down menu.)
AI Freebies
On the higher difficulty levels, the AI begins receiving extra units to start the game. Notable jumps in difficulty come from the free worker that the AI civs start with on Monarch, the 2 free workers they get on Immortal, and the free settler they get on Deity.The AI civs also start with additional technologies on the higher difficulties.
Barbarians
On the lower difficulties, your units enjoy substantial advantages in combat against barbarian animals and units.As the difficulty increases, these combat bonuses decrease until they disappear entirely. Barbarians appear more often and are more numerous on the higher difficulties as well and they start appearing sooner too.
Tribal Villages
The results that you get from entering tribal villages also scale by difficulty; in other words, you are more likely to get something really good on the lower difficulties. Note that it is only possible to get a Settler or a Worker from a village on Warlord or lower difficulties.
Free Units
You receive a larger number of free units on the lower diffi-
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GRAPHICS MENU
This menu allows you to adjust the games graphics to better suit your computer and graphics card. [Roll over] the options to learn more about them.
AUDIO SCREEN
The Audio Options Screen allows you to adjust the games audio output to suit your personal preferences. Once again, [roll over] the options to learn more about them.
CLOCK SCREEN
The Clock Options Screen lets you turn on and off a clock to time how long youve been playing, as well as set an alarm to let you know when you should stop playing and go to work. Or eat. [Roll over] the entries to see how they work.
PROFILE MANAGEMENT
If you share your computer with others, each player can create a separate profile, allowing each to set up and save their own options settings.
Player Menu
Your name always appears in the top slot (assuming that you created the game). You can set the following slots to one of three settings: Open: Available for other human players. See Multiplayer Games for more details. AI: To be played by an artificial intelligence (standard in a single-player game). Closed: Nobody will play that slot.
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MAP
Pick the style of map you want to play on.
MAP SIZE
Determine the size of the map.
CLIMATE
Determine the climate of your world.
GAME ERA
Decide in what historical period you want the game to begin. (Standard games begin in the Ancient period. Pick a later period to start play with all civilizations possessing more advanced technologies.)
LOCKED ALLIANCES
During play, team-members share line of sight, wonder effects, and technology research. They also share victory and defeat. Team-members always have Open Borders with each other, and they cannot declare war on one-another. If any teammember declares war on another civilization, all are at war. Though of especial use in multiplayer games, this can make for an interesting single-player experience as well.
GAME SPEED
Play an Epic, Normal, or Quick game.
Options
This screen allows you to modify certain rules of play to provide a different style of gaming experience. For instance, if you choose to play a game with the Always War option, all civilizations will always be a war with one-another.There will be no Open Borders agreements, no technology trading, no peace treaties, etc. just unending battle. [Roll over] each option to learn more about it.
Additional Buttons
Certain maps or scenarios may allow you to make other decisions about your game. See the Civilization IV website to download new maps and scenarios.
Launch Button
[Click] this button to launch your custom game!
GAME PROFILE
This area of the screen is divided into two sections: Settings and Options. [Click] on the tabs to move between the sections.
Settings
Here you can choose exactly what style of game you will play (like you do when setting up a standard game). Settings has the following categories:
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MULTIPLAYER GAMES
Multiplayer games allow you to test your skills against real, live human opponents in a variety of formats. Depending on how much time you are willing to spend and the proximity of your playing partners, you choose to play on your LAN, on the Internet, via email, or all on the same machine. For LAN and Internet games, you also have the choice of traditional turns or simultaneous movement.
Direct IP Connection
[Click] on this option to play over the Internet. The next screen will provide you with the opportunity to either host a new game or scenario or to load a previous save. To join a game, players will have to know the IP address of the hosts computer and enter it in the text box on the right.
Hot Seat
[Click] on this option to play a game where everyone takes turns on the same computer. At the end of a turn, the active player will get up from the Hot Seat and allow the next player to take their turn.
Play by E-mail
[Click] on this option to play a Hot Seat type game where everyone is on different machines in different locations. Upon completion of a turn, the game state is sent to the next player who then sends the game state on to the next. After the initial screen(s) for each game type are navigated, players will be able to make game settings on a screen just like the Custom Game screen. See the previous section for a description of how this screen works.
LAN Games
[Click] on this option to play a game on your LAN (Local Area Network).When you reach the setup screen, you can either use the buttons on the left to start a new game or scenario or load to load a previous game. If you are trying to join a game, the list to the right will display all visible games on your network. [Click] on the game you would like to join to highlight it and then [Click] the Join Game button to proceed. [Click] on Refresh List] to update the game list
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MODS
Sid Meiers Civilization IV has been designed to be the most moddable version of Civ ever. For the first time ever, we will be providing you, the player, with all of the tools we use internally to make the game what it is. Depending on your skill level, you will be able to do as much as you want to make the scenario or mod of your dreams. There are four levels to fit anyones level of experience and comfort:
AFTERWORDS
B Y S OREN J OHNSON
Opportunities like this dont come along every day. Many, many years ago, when I was probably ten years old, I used to spend the lazy days of summer imagining games with my cousin, Kjell. One week, we wrote up a design for a game about the history of the world. You could create a new world from scratch! And you could play as the Chinese, or the Romans, or the Americans! There would be diplomacy, and combat, and technology, and exploration. Wow, that would just be the coolest game ever imagine if someone ever made that for our little Apple or Commodore computers! Of course, we werent the only ones dreaming of such a game. In fact, there was a palpable sense after Will Wrights SimCity that someone just had to take the next step to include the whole world. It was no surprise that Sid Meier an already famous game designer was the one who made it happen. Civilization was born in 1991, and the world was hooked. I started playing the game heavily my first year of college. Somehow, the game was both everything that I had hoped for and also an inspiration for what else might be possible. Being a game about all of human history, nothing was off-topic. Shortly after my graduation, Firaxis Founder & CEO Jeff Briggs gave me an opportunity to help out with his design for Civilization III. It was a fantastic experience one I could never have been prepared for and we brought some great new elements to the series, especially resources and culture. However, as soon as the game made its rounds, creating a new generation of fans, the questions began: What about Civilization IV? Well thats a fair question. There are a thousand ways to make a game about all of civilization we only get to make one of them. To begin with, we wanted to make a game that stood on its own. Although the game was a sequel, everything in the design was up for grabs.The codebase began from scratch, so we could choose which elements of the series should be kept and which parts could be left behind.
XML
Anyone that is comfortable editing a text file can easily jump in and use the XML (Extensible Markup Language) files to easily change game text and simple rules.You could rewrite all of the diplomacy text, add a new Civ, or simply tweak the combat or movement value for a unit.
Python
If you are somewhat comfortable with simple scripting, you can add events to the game.You could make a certain square give your units experience points or have an Earthquake destroy a mountain range.
World Builder
You can access the World Builder interface anytime from the game. Here, you can edit the map, placing terrain, rivers, resources, and improvements as you see fit.You can also drop units or cities on the map.You can even adjust the size of cities, place starting locations, or edit starting technologies before saving the map out as a simple scenario you can share with your friends,
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Why did people love Civ? It is, of course, no one thing. However, certain patterns do emerge:If I research Gunpowder, I can build a stronger military;If I capture that city, Ill get a new luxury;If I build the Pyramids, my cities will blossom; and of course If I play just one more turn The turn-based gameplay is key to a series of overlapping mini-goals which usually lead to the same result: a very late night of gaming.Thus, we knew that the turn as opposed to the real-time structure used by some strategy games was an essential part of the Civ formula. Conversely, what didnt people like about Civ? Too much micro-management was high on the list. City riots were the first to go. Instead of having to monitor your cities each turn to make sure they didnt suddenly go into disorder, we simply made angry citizens unwilling to work. Instead of a one-time event which punished you for not balancing out a complicated equation every turn, angry citizens simply became a balancing factor of your civilizations growth.The effect was the same but without the micromanagement. Similarly, we added research and production overflow meaning that on the turn your city finishes a new building extra production will spill over onto your next project. In previous versions, this overflow was wasted, which encouraged players to bounce around their citizens each turn to prevent waste. Once again, a simple change could maintain the old turn-based system minus the micro-management. We also looked at what game mechanics tripped up new players. One common example involved settlers and workers consuming population cities could be finished building the units, but they wouldnt pop out unless the city was the correct size. In Civ IV, cities simply stop growing while settlers and workers are created (with the food now turned into production). This small difference took out one more little gameplay trap for first-timers. Next, we examined which base mechanics could be improved or cut. Pollution, for example, was an easy one to take out everyone hated having to keep stacks of workers around for whack-amole pollution cleanup in the modern age. Instead, by creating a comprehensive health system, we could deepen the trade system with the addition of food resources while presenting the player
with a new challenge to tackle. It did put a lot of workers out of a job, though. Similarly, corruption and waste had never been popular, but we had always assumed they were a necessary drag on player growth. We decided to start from scratch, simply remove the feature and then see how the game evolved without it. This choice led us down some interesting and unexpected paths. The term ICS is a well-known one among our Internet fan base. It stands for Infinite City Sprawl, meaning that the best strategy in Civ games had always been to build as many cities as possible. Corruption and waste were meant to discourage citybuilding by adding diminishing returns to expansion your 20th city would be much less productive than your 10th. In the first version of Civ III we turned corruption up significantly to in our minds once and for all kill ICS. We were both right and wrong; the change did put an end to building as many cities into as tight a space as possible, but it was also the number one complaint raised against the game. Gamers simply didnt like having their production taken away from them there was nothing fun about founding a city and then finding out that it can only ever produce one shield per turn. Once we removed corruption and waste (or more accurately never coded them to begin with), some new possibilities emerged. First, a revamped maintenance system could provide a subtle resistance against building more cities being the only best choice. Instead of tying maintenance to buildings which actually penalized more developed cities as opposed to the smaller, underdeveloped cities of a classic ICS strategy we made maintenance a flat cost per city that went up based on empire size. Because each city might be costing you ten gold per turn, underdeveloped ones would be a net loss to your economy. An empire with a strong core could support a number of colony cities like this, but basing your whole game around ICS would be very difficult. However, maintenance created its own new issues. Like all penalties, there is the danger of it becoming unfun a burden to the player that might balance the game but suck the enjoyment out of it. To solve this problem, we harkened back to a similar
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problem during the development of Civ III. The Golden Ages of that game a very popular feature originally began life as Dark Ages! We had wanted to show how the power of empires wax and wane over the centuries, so we implemented a decline phase for each civilization. It wasnt a whole lot of fun, though. Rather than dropping the feature, we just flipped the concept around. We replaced 20 turns of decline with 20 turns of increased productivity, giving the game a sense of historys cyclical nature while still being fun for the player. Similarly, we needed a positive feature which also encouraged fewer, larger cities. Otherwise, we would have to turn up maintenance very high to dangerously unfun levels. City specialization was our solution. In fact, we had always wanted to encourage this type of gameplay; we thought people would enjoy focusing one city on research while focusing another on military and a third on trade. Simply put, if city specialization became a positive feature, we could lead the game away from ICS by giving players a new, fun goal. Linking the improvements and resources was our first step. Civilization had always had improvements, like mines and farms, as well as resources, like iron and wheat. However, we had never taken the logical next step of combining the two. In Civ IV, farms and wheat would both still add +1 food on their own, but a farm combined with wheat would now produce +4 food. The result was that city placement near resources would define their flavor.A city near hills with iron and horses would make a great place for a forge and barracks to crank out knights. Founding along a river near spices and silk would mean increased trade and commerce, encouraging markets and harbors.A settlement in fertile grasslands with wheat and cattle would allow for a high population encouraging city specialists. Specialists, in fact, needed a major overhaul, and they would be an important key to city specialization. First, we increased their potency now, scientists would produce three beakers, engineers two hammers, artists four culture and one gold. More importantly, though, they would provide the backbone of the new Great People system.
Like many of the new features of Civ IV, we had always wanted to experiment with this idea, tying in great historical figures like Einstein and Plato and Michelangelo.We grouped these individuals into five broad categories: great artists, engineers, merchants, prophets, and scientists. The system was quite simple every specialist you created in your city produced great people points each turn. Once enough points accumulated, one of these special units would be born in your city. If your city had focused on artists, you might end up with Beethoven. If the focus was merchants, Marco Polo might appear. The great people would be powerful, one-use units which could change the course of the game.They could discover a new technology or be combined to trigger a Golden Age. Great engineers could finish a wonder in one turn. Great artists could create a cultural boom in one city. They could also be added as superspecialists to a city to permanently increase its output.A great scientist producing extra beakers in your research capital could make a huge difference over the course of an entire game. Finally, city specialization was solidified by the National Wonders, which every civilization can build one each. This concept existed in Civ III but we have adjusted the building effects to encourage specialization. Wall Street doubles a citys gold output, Oxford doubles the beaker rate, the Hermitage doubles culture points, etc. Other effects include giving extra experience to new military units and increasing the great people birth rate. Each city, however, can only contain two National Wonders, which forces players to spread them out across many cities. Thus, powerful tools exist for increasing the output of highly developed cities, particularly if they specialize in one area or another.At a higher level, these increased player choices or as Sid would put it, interesting decisions are a theme which can be found throughout Civ IV. A good example is the worker unit, which has commonly been accused of creating late-game tedium. Many fans have even lobbied for eliminating the unit altogether, which certainly is always an option to consider when micro-management becomes a concern. When we looked at the issue more closely, however, we felt that the problem was not necessarily the unit management but the lack
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of interesting decisions. (Still, we made one very small change which made a big difference in worker management by giving them two moves, players could move the workers AND give them an order on the same turn, helping decrease the amount of task juggling.) In previous versions of Civ, worker options were mostly limited to farms or mines, increasing food or production. The tedium came from the fact that there were only two choices and often one of them was the obvious best choice. Therefore, we added a slew of new worker options.Workshops, windmills, and watermills became new choices for increasing food, production, or commerce depending on the local environment. Cottages created an interesting option for commerce over time, they would grow into hamlets, then villages, and finally towns, with each level producing more and more commerce.A number of new improvements were created to match the resources, such as pastures for cattle, plantations for silk, and wells for oil. Another area of the game in which we drastically increased user choice was the civic system, which replaces the old monolithic governments. Instead of static choices, like despotism or republic, the player can now select from a variety of options in five general categories. Free Trade or Environmentalism Universal Suffrage or Hereditary Rule Theocracy or Freedom of Religion This system was obviously inspired by Alpha Centauri although we wanted the choices to be more distinct this time around, encouraging unique playing styles. Representation, for example, gives extra research for all specialists while Mercantilism provides a free specialist in each city, which creates a powerful combination. The tech tree layout was also drastically changed to increase player choice.We dropped the distinct eras of Civ III, which often hemmed in the player by limiting research options. Further, we introduced or gates into the tree. All previous versions of the game had used and gates exclusively (you must have Code of Laws AND Philosophy to research the Republic). Civ IV allows alternate paths via or gates (you only need Guilds OR Education to research Gunpowder). This one change breathed new life into the tech tree each trip through it could be radically different.
This development was exciting from a historical point of view as well Civilization is a game about alternative histories, yet too often the tree mapped out only what did happen instead of what could have happened. Does a civilization actually need Flight to discover Rocketry, or could scientists simply be inspired by Artillery? Playing a game of Civilization should inspire the imagination to consider the alternative paths history could have taken, and the new, more open tech tree explores many of these possibilities. Speaking of alternative histories, the introduction of real world religions to Civ IV created some other interesting possibilities. What if the Aztecs founded Buddhism? What if Rome had not adopted Christianity, helping to spread it in the classical age? What if Judaism had developed a missionary tradition? For Civ IV, the introduction of religion creates a new gameplay vector which stands on its own while also interacting with the other systems. A civilization with multiple religions can build multiple temples, allowing extra priest specialists. A well-spread state religion could enable a powerful army of holy warriors with the civic Theocracy or a burst of building construction via Organized Religion. Like many game systems that we have experimented with, though, religion did not become fun until the player was given a level of control over it. Our first attempt at modeling religion involved a complicated, under-the-hood algorithm to model its spread along trade routes from centers of devotion to new lands. This system may have accurately shown how little control political leaders often have over religious fervor, but it was frustrating for players not to have a say in a system so important to the game. Thus, we introduced the missionary unit, allowing players to devote resources to spreading their religion throughout the world. The most important reason to be proactive in the spread of religion is diplomacy.A problem that diplomacy suffered from in previous Civ games was a lack of motive it often felt quite arbitrary that one civilization might like you while another hated you. Religion provides a useful back-story to give diplomatic dealings more logic. Choosing a different state religion than your neighbor may lead to animosity and possibly war. However, some well-placed missionaries in their largest cities could sway their people to your own religion, winning a long-term ally.
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Indeed, the new leader personalities in Civ IV provide many other diplomatic challenges. Many leaders have a favorite civic and might pressure you to follow their lead. Gandhi may encourage you to adopt Universal Suffrage while Mao Zedong pressures you to adopt State Property. Further, the leaders will develop their own allies and enemies, often demanding that you join them in a war or an embargo. It takes quite some skill especially at the higher difficulty levels to maintain good diplomatic relations with all the major powers. Indeed, one often has to make a long-term choice of trading partners, knowing that trying to make everyone happy may leave you with no friends at all. Inevitably, diplomacy will break down with one of your rivals, and war is on. Combat in Civ IV has undergone a major overhaul from it predecessors. In fact, combat may have undergone the most radical changes of all. To begin, the old attack and defense values have been combined into a single unit strength value.This change was made to create design space for significant new complexity. Combat units now have special modifiers which are situational. Archers, for example, are stronger when defending a city or a hill; spearmen are stronger when fighting mounted units; horse archers get a bonus when attacking catapults; and so on. This gameplay encourages a combined-arms approach to combat. Focusing solely on any one specific unit will create an Achilles heel which can be exploited by an adaptive opponent. Reconnaissance and espionage become increasingly important as knowing your enemys force-mix ahead of time can provide the edge you need once hostilities begin. However, as we developed this system, a loophole emerged. Actually, its an old loophole known within our fan community as the Stack-of-Doom (SoD). Basically, if every unit has a counter, the best strategy is simply to put all of your units in a giant stack. That move will guarantee that if the stack is attacked the best possible defender will always be available, thus negating the delicate balance of counter units. To solve this problem, we drew inspiration from Civ I, which had a collateral damage system that killed every unit sharing a tile with a losing defender. While that system was so harsh that we removed it entirely for Civ III, a lesser version of this system could
solve the SoD problem.Thus, catapults, cannons, and artillery units are not a counter for any one type of unit; instead, they are a counter for a style of play.They are the stack-killers, which creates a great tension between keeping units together for mutual defense and spreading units out to avoid collateral damage. The other great change to the combat system was the introduction of promotions. Customizing your units was an idea introduced in Alpha Centauri via the Unit Workshop, but its complexity intimidated many players. Further, we wanted a system that felt more Civ-like meaning that special abilities should unlock slowly over time as rewards for the player. In fact, the system that we wanted sounded very similar to a traditional RPG leveling system. Weve never been afraid to borrow a good idea when available especially from a genre with which many of our fans would already be familiar.Thus, the promotion system was born; units acquire experience points from successful battles, which can then be spent on unique upgrades to specialize the unit. A swordsman with the City Raider promotion could become a city-killer. A pikeman with the Medic promotion might not only provide protection against knights but also help heal wounded units in the same stack. The units finally develop a personality; players start to think twice before throwing high-ranked troops into the breach. More importantly, the system is simple yet hot and deep certainly, a strong guiding principle for game design in general. So What about Civ IV? Well, the time for reading is over. Its best to crack it open yourself.We only hope that you have as much fun playing as we had making. Before signing off, though, I must take this opportunity to thank the people who made Civ IV possible. Every great game has a great team behind it, and Im afraid theyll never know how much I was humbled by the effort and passion they devoted to the project. Mustafa Thamer, our lead programmer, did an amazing job with making all of my crazy ideas about modding Civ IV work. I didnt let on to him when I originally pushed the idea but having a standalone game core DLL was always to me more a dream than a reality.Thanks, Moose.
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Steve Ogden, our lead artist, took on the intimidating task of leading our art team from prototype to production to finished product. Its not easy making art for a game that must be playable from day one, but he was always ready to meet our needs, no matter how big or small. Dorian Newcomb, our lead animator, was the man who brought the units to life he taught us that nothing sells an idea like a moving piece of concept art. Further, Dorian has a gift for pointing out great ideas that should have been obvious to everyone but somehow werent you know, like metals and mines actually working together! Our two producers, Barry Caudill and Jesse Smith, somehow found a way to ship this colossus of a product on time Barrys experience and Jesses energy were a good match to keep the team moving forward. Tim McCracken, our QA manager, organized and led some 20 testers split between opposite coasts, always keeping us on top of the games pulse. Paul Murphy, our writer with a gift for the witty aside, wrote and wrote and then wrote some more not many games top 100,000 lines of text! Jeff Briggs and Mark Cromer worked together to create the hours of original music filling the game; we are especially proud of the diplomacy music and hope our long-time fans recognize some old themes brought back to life. Michael Curran brought the world to life with a great collection of sound effects. Our programming team built an amazing world for me to play in as a designer.Tom Whittaker led the effort to create the first ever 3D Civilization and always showed patience when my limited graphical background betrayed me. He discovered a way to make tiles work in a 3D environment, creating a world both beautiful and playable a neat trick. Bart Muzzin built our animation system, gracefully handling one of the biggest shifts during the project multi-entity units. Sid showed us that they could work in Sid Meiers Pirates! and Bart made it happen in a world of much, much larger scale. Nat Duca made contributions both large and small, literally speaking. The epic globe view and the close-up detail of cities and improvements came from his hard work. Jason Winokur created our flexible camera system with a secret ambition We didnt plan on letting the player fly through the world but Jason made it impossible to resist.
Dan McGarry wrote our multiplayer code, which is quite a challenge for a game that could be played in hours or in months. Emphasizing multi-player so early in the process really paid off; we expect to surprise quite a few people with a game as addictive in multi-player as it has always been in single-player. Pat Dawson, a veteran of the old Civ III days, built our interface, finally bringing us up-to-date with what modern gamers expect information at their fingertips and the high-level controls to beat the micro-management. Further, he built the first-ever in-game tech tree built purely dynamically. Hard-coding, be gone! Eric MacDonald, who created our in-game world-builder, was the man who convinced us that XML was the best way to store data. Modders everywhere should send him a thank you. Alex Mantzaris created the advisor screens and Civilopedia, tasks where his passion for and knowledge of Civ played an invaluable role. His eye for detail made all of the pop-up formulas possible. Jon Shafer worked hard with Mustafa to build the infrastructure that makes Civ IV a dream for modders we can hardly wait to watch the fans blow us away. As for our team of artists, who responded with professionalism and fierce determination to the monumental task before them, I can only offer my thanks. Justin Thomas single-handedly improved the look and feel of the interface with his beautiful, hand-illustrated icons and buttons. 1,500 of them, in fact! Tom Symonds, who grew from an intern to a full-time employee during the development of Civ IV, proved to be a problem solver, a prolific production artist, and a seriously nice guy who really cared about Doing Things Right for the player. He helped develop the resource and improvement system and worked exhaustively to improve the terrain right up until we shipped. Mike Bates was one of the first artists on the project and one of the last to leave, and touched almost every aspect of it. His major contribution, though, was the gorgeous city system he worked to develop with programmer Nat Duca. Greg Cunningham worked tirelessly to help develop the resources and improvements and did some really nice unit animation to boot. Jerome Atherholt was the Hand of the Master, contributing the classic pencil sketches which adorn so many parts of the game. These sketches came to represent the elegant, civilized
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nature of Civ IV. Rob Cloutier, who has an extensive background in cinematics, helped develop many of the movies in the game. He worked with Mike Bates to come up with the opening cinematic and designed the system that allowed us to do the time-lapse construction animations that suit the wonder movies so well. Ed Lynch rose to the mammoth task of developing a facial animation system and animating over half the leaders in the game. He brought an incredible amount of life and character to them, elevating the AI leaders from mere heads to actual personalities. Ryan Murray built several of our units before progressing to creating leader-heads. His Tokugawa measures you with a particularly arresting gaze. Mark Shahan helped develop the leader-head modeling pipeline, creating efficient models that looked much more polygonally intense than they actually were. He also worked with Bart Muzzin to develop a normal-map shader and skin shader, extra touches that make the difference between the appearance of a well-made model and a real-life historical figure. Megan Quinn constructed many a city building and defined the elegant, ornamental look of the religious buildings. Alex Kim made some beautiful animal models early on and progressed to doing some excellent animation as well. His scruffy-necked wolf is a delight to look at. Nick Rusko-Berger painstakingly researched and built all the Wonders, Shrines, and Cathedrals, and helped us optimize all the buildings. Marc Hudgins created the concept sketches for all the leaders and most of the units in the game, eventually animating some of the latter as well. He also helped design the look and feel for half of the victory movies. Dennis Moellers designed the other half and also worked with Ed Lynch on the rest of the leader animations, extending their emotional range to match the AI personalities. Greg Foertsch tremendously improved the terrain, trees, icebergs and mountains, working with Tom Whittaker to come up with a terrain system that allows this tile-based, dynamic game to look completely organic. Brian Busatti, our unit lead, did an incredible job turning the units from bloated, generic blurs into efficient, crisp, clean fighting machines (or in some cases, settling, evangelizing, laboring, or exploring machines). Mike Bazzell contributed some stunning sea units (what else would you expect from the man who brought you such breathtaking ships in Pirates!) Also, the special effects you see in the game are all his, lending sparkle, fire, smoke, and even
nuclear blasts to the game. Interns Darren Gorthey, Chris Sulzbach and Kevin Bradley also lent capable and much-needed hands. Darren helped out with various interface elements, Chris helped out with units and damage states, and Kevin created some fantastic unit animations. Last but not least, art director Mike Gibson kept the art team rolling smoothly, always with an eye towards the Big Picture, always with an eye towards Firaxis Quality. He believed the look and feel of Civilization is easy to grasp: its Sids World. Ed Piper worked as our mod designer, building the excellent Crusades and Alexander the Great scenarios. He also worked on the Tutorial, which is a great starting point for old and new alike. With every version of Civilization, we have made a point to thank the fans who make all of this possible by supporting the game for so many years.This time, however, we mean it quite literally. Civ IV was built hand-in-hand with the fan community. Early on in the project, we assembled a crack team of the best Civ players in the world, looking for equal representation from the worlds of single-player, multi-player, and modding.The backbone of this team of volunteers came from the two big-tent Civ fansites, Apolyton (www.apolyton.net) and CivFanatics (www.civfanatics.com). Led by our three session leads, Sirian (single-player), Friedrich Psitalon (multi-player), and Isak (modding), our group grew slowly from 10 to 20 to 50 and more. Game design cannot happen in a vacuum, and the input from the forums made Civ IV a fundamentally better game than we possibly could have made on our own. Indeed, a few of the testers crossed over to the development team Alex Mantzaris and Jon Shafer are both better known as Alexman and Trip, respectively and made huge contributions. Bob Thomas (Sirian) redesigned our map script system while creating many new favorites for the rotation, such as Great Plains and Oasis. Michael Soracoe (Sulla) became a valuable member of our on-site testing team, lending a hand also with the manual and ingame help text. The modding group kept us honest by offering to build some scenarios for the actual release. Rhye, Locutus, and Dale joined Isak to stress our system so that we were certain that we had built the foundation for a thriving mod community. The efforts and
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contributions of our small group was inspiring, and I hate to single anyone out for fear of who I might neglect to mention, but I cant finish without thanking Aeson, Rob,Vondrack, notyoueither, ColdFever, Solver, and Dominae for their efforts.They were but a few of a larger group of dedicated volunteers who put up with terrible crash bugs, gaps in communications, system incompatibilities, invisible terrain, and worse; simply because they loved the game. Your work can never be properly rewarded, but you have my sincere thanks. I know the difference that you made. Finally, I have to give my personal thanks to the two people who made this whole endeavor possible, who entrusted me with the keys to the family car, so to speak. They gave our team the room we needed to make our mistakes, hit some dead-ends, and come out the other end with a game that we cant wait to get into the hands of our fans. Thanks, Jeff and Sid. I hope Civ IV will inspire another tenyear-old out there somewhere who likes to dream big. Real big. Soren Johnson September 5, 2005
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appendix
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Reference Charts
KEY
Units
[B] [B] [C] [E] [F] [G] [L] [S] [U] [W] Bombard Build city (with settler) Center on unit Explore with unit (automated) Fortify Go-to mode Load (onto ship) Sentry Unload (off ship) Wait
[R] [T] [Option-C] [Cmd-C] [Cmd-F] [Shift-P] [Shift-W] [Shift-W] [F] [O] [Shift-W]
Build road/railroad Build cottage Remove forest or jungle Improve nearest city (automated) Build fort Build pasture, plantation Build watermill (on river), windmill (on hill) Build winery (on wine), well (on oil) Build fishing nets Build offshore platform Build whaling boats Air bomb mode (enemy cities/tiles) Recon mode Air strike mode (enemy units)
FUNCTION
Work Boats
[Option-Click] Group all units on a tile together [Cmd-# Key] Bind selected unit or gr oup to that number key [Cmd-Click] Group all units of the same type on a tile together [Delete] [Spacebar] [A] [H] [I] [K] [L] [M] [N] [Q] Delete unit Skip turn Build improvements (automated) Build camp Build farm Build workshop Build lumbermill Build mine Build trade network (automated) Build quarry [Shift-Click] Tile context menu
Air Units
[B] [R] [S]
Advisors
[F1] [F2] [F3] [F4] [F5] [F6] [F7] [F8] [F9] [F10] Domestic advisor Financial advisor Civics advisor Foreign advisor Military advisor Technology advisor Religion advisor Victory Demographics Capital City
Worker Commands
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[F11] [F12]
Cycle through active workers Cycle through cities Open nearest friendly city screen
General
[P] [Option-I]
[Left/Right Arrows] Jump to next city (in city screen) [PageDown] Zoom camera out [PageUp] [Pause] Zoom camera in Pause game
[Option-Q] Retire (give up) [Option-W] Access Worldbuilder [Option-D] [Cmd-B] [Cmd-I] [Cmd-L] [Cmd-M] [Cmd-O] [Cmd-R] [Cmd-S] [Cmd-T] [Cmd-Y] [CmdLeft Arrow] Change Player Name/E-mail Toggle bare map on/off Minimize interface Load game Turn music on/off Options menu Flag resources on/off Save game Turn grid on/off Turn tile yields on/off Lock camera angle 45 degrees clockwise [Cmd-# Key] Save a production queue (in city screen)
[PrintScreen] Take screenshot [Shift-Enter] Force turn to end [ShiftLeft Arrow] Rotate camera clockwise
[ShiftRight Arrow] Rotate camera counterclockwise [Tab] [Shift-Tab] [Cmd-Tab] Chat to team Chat to all Chat/Event Log
[CmdRight Arrow] Lock camera angle 45 degrees counterclockwise [Enter] [\] [Escape] [,] [.] Cycle units, advance to next turn Cycle to previous selected unit Exit current screen/bring up menu Cycle to previous unit (same tile) Cycle to next unit (same tile)
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CIVIC NAME
Government Despotism Hereditary Rule None +3 happy in 5 largest cities -50% war weariness Can spend gold to finish production in a city None Lower unit support costs None Can draft 3 units per turn +2 gold from town +2 happy per Barracks +100% culture in all cities Representation Police State Universal Suffrage Medium Legal Barbarism Vassalage Bureaucracy Nationhood Free Speech None Liberalism Low Nationalism Medium Civil Service High Feudalism Low None None New units receive +2 experience points +50% hammers, +50% commerce in capital Democracy +1 hammer from town High Fascism +25% military unit production Low Constitution +3 beakers per specialist Medium Monarchy +1 happy per military unit stationed in city Low None None None
UPKEEP COST
REQUIRED TECHNOLOGY
EFFECT ONE
EFFECT TWO
CIVIC NAME
Labor Tribalism Slavery Serfdom Caste System Emancipation Economy Decentralization Mercantilism Free Market State Property
UPKEEP COST
REQUIRED TECHNOLOGY
Low Low Low Medium None None Bronze Working Feudalism Code of Laws Democracy
EFFECT ONE
EFFECT TWO
None Can sacrifice population to finish production in a city Workers build improvements +50% faster Unlimited Artist, Scientist, Merchant +100% growth for cottage, hamlet, village Low Medium Low None None Banking Economics Communism None +1 free specialist per city +1 trade routes per city No maintenance costs from distance to palace
None None None None Unhappiness penalty for civs without Emancipation None No foreign trade routes None +1 food from workshop, +1 food from watermill
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CIVIC NAME
Environmentalism Religion Paganism Organized Religion Theocracy Pacifism Free Religion Low Liberalism None Philosophy Medium Theology +2 experience points in cities with state religion High Monotheism Can build missionaries without monastery Low None None None Cities with state religion construct buildings +25% faster No non-state religion spread High Ecology +6 health in all cities
UPKEEP COST
REQUIRED TECHNOLOGY
EFFECT ONE
EFFECT TWO
+1 happy from jungle, forest
5/22/06 3:24 PM
+100% great person birth rate +1 gold support cost in cities with state religion per military unit +1 happy per religion in a city +10% Research in all cities
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TERRAIN
Base Terrain Coast Desert Grassland Snow Ocean Peak Plains Tundra Fallout Floodplains Forest Hills Ice Jungle 1 0 2 0 1 0 1 1 Terrain Features -3 +3 0 -1 0 -1
FOOD
PRODUCTION
COMMERCE
DEFENSIVE BONUS
0 0 0 0 0 0 1 0 -3 0 +1 +1 0 0 2 0 0 0 1 0 0 0 -3 0 0 0 0 0 10% 0% 0% 0% 0% 0% 0% 0% 0% 0% 50% 25% 0% 50%
MOVEMENT COST
1 1 1 1 1 Impassable 1 1 2 1 2 2 Impassable 2
COMMENTS
-0.25 health
197
Oasis
+3
+2
0%
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UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Archer Artillery 18 1 150 Siege Artillery None 3 1 25 Archery Archery None 1 first strike, +50% city defense, +25% hills defense Axeman Battleship Bomber 16 8 140 Air Radio, Flight Oil 40 6 225 Naval Industrialism 5 1 35 Melee Bronze Working Bronze OR Iron +50% vs. melee Oil OR Uranium Bombard city defenses (-20% per turn), collateral damage Camel Archer 10 2 90 Mounted Guilds, Horseback Riding, Archery Steel None Cannon 12 1 100 Siege Iron Caravel 3 3 60 Naval Optics None Cargo space 1 (can transport missionaries, scouts, explorers, spies, great people), can explore rival territory
No defensive bonus, 25% withdraw chance, collateral damage, +50% vs. siege, bombard city defenses (-25% per turn)
5/22/06 3:24 PM
Collateral damage, -50% vs. naval, can destroy tile improvements, bomb city defenses (-15% per turn) Arabian unique unit (Knight), immune to first strikes, no defensive bonus, 25% withdraw chance No defensive bonus, 25% withdraw chance, collateral damage, bombard city defenses (-20% per turn)
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UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Carrier Catapult 16 5 5 1 175 40 Naval Siege Flight Construction Oil OR Uranium Cargo space 3 (carries fighters) None No defensive bonus, 25% withdraw chance, collateral damage, bombard city defenses (-15% per turn) 15 2 120 Mounted Military Tradition, Horses Gunpowder, Horseback Riding Chariot Cho-Ko-Nu 4 6 2 1 25 60 Mounted Archery The Wheel Machinery, Archery Conquistador 10 2 90 Mounted Horses Iron No defensive bonus, 30% withdraw chance, +50% attacking vs. cannon No defensive bonus, 20% withdraw chance Chinese unique unit (Crossbow), 2 first strikes, collateral damage, +50% vs. melee Guilds, Iron, Horses Horseback Riding, Cossack 18 2 120 Mounted Military Tradition, Horses Gunpowder, Horseback Riding Crossbowman 6 1 60 Archery Machinery, Archery Iron Spanish unique unit (Knight), immune to first strikes, +50% vs. melee Russian unique unit (Cavalry), no defensive bonus, 30% withdraw chance, +50% attacking vs. cannon, +50% vs. mounted 1 first strike, +50% vs. melee
Cavalry
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UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Destroyer 30 8 200 Naval Combustion Oil OR Uranium None Explorer 4 2 40 Recon Compass Better results from tribal villages, can only defend, ignores terrain movement costs, starts with Guerilla I,Woodsman I Indian unique unit (Worker), can improve tiles Fast Worker Fighter 12 6 100 Air Flight Oil 0 3 60 Special None None Frigate Galleon Galley Great Artist 0 2 0 Special None 2 2 50 Naval Sailing 4 4 80 Naval Astronomy 8 4 90 Naval Astronomy, Chemistry Oil None None None Bombard city defenses (-10% per turn) Cargo space 3 Cargo space 2, cannot enter ocean squares Can start a golden age, discover a technology, create a great work (+4000 culture), join a city
Can see submarines, 30% chance to intercept aircraft, bombard city defenses (-15% per turn)
5/22/06 3:24 PM
Can intercept aircraft (50% chance), destroy tile improvements, bomb city defenses (-5% per turn)
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UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Great Engineer 0 2 0 Special None None Can start a golden age, discover a technology, hurry production of a building or wonder, join a city 2 0 Special None None Can start a golden age, discover a technology, conduct a trade mission, explore rival territory, join a city 0 2 0 Special None None Can start a golden age, discover a technology, construct a religious shrine, join a city Great Scientist 0 2 0 Special None None Can start a golden age, discover a technology, construct an academy, join a city Grenadier Gunship 12 20 1 4 100 160 Gunpowder Chemistry Helicopter Rocketry, Flight None Oil +50% attacking vs. rifleman Cannot capture cities, no defensive bonus, flies over terrain, 25% withdraw chance, +100% vs. armored Horse Archer 6 2 50 Mounted Horseback Riding, Archery ICBM 0 0 400 Special Rocketry, Fission Horses Immune to first strikes, no defensive bonus, +50% attacking vs. catapult Uranium Can nuke enemy land, requires Manhattan Project world wonder
Great Merchant 0
Great Prophet
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UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Immortal Infantry None Iron, Coal Ironclad 12 2 100 Gunpowder Assembly Line, Rifling Naval Steel, Steam Power Melee Iron Working None 20 1 140 4 2 25 Mounted The Wheel Horses Persian unique unit (Chariot), 30% withdraw chance, +50% vs. archery +25% vs. gunpowder Jaguar 5 1 40 Jet Fighter 24 10 150 Air Composites, Flight Horseback Riding, Archery Horses Oil, Aluminum Keshik 6 2 50 Mounted Knight Longbowman Maceman 8 1 70 Melee 6 1 50 Archery 10 2 90 Mounted Guilds, Iron, Horses Horseback Riding Feudalism, None Archery Civil Service, Copper OR Iron Machinery
Cannot enter ocean squares, can bombard city defenses (-10% per turn) Aztec unique unit (Swordsman), +25% jungle defense, +10% city attack Can intercept aircraft (70% chance), destroy tile improvements, bomb city defenses (-10% per turn) Mongol unique unit (Horse Archer), 1 first strike, no defensive bonus, ignores terrain movement costs, +50% attacking vs. catapult Immune to first strikes, no defensive bonus 1 first strike, +25% city defense, +25% hills defense +50% vs. melee
UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Machine Gun Marine 18 24 1 1 125 160 Siege Railroad Gunpowder Industrialism, Rifling 32 Missionary 0 Modern Armor 40 Musketeer Musketman Navy SEAL 9 9 24 2 2 2 2 1 1 200 40 240 80 80 160 Gunpowder Robotics, Rifling Special Armored None None None Can only defend, 1 first strike, +50% vs. gunpowder Starts with Amphibious, +50%attacking vs. machine gun, +50% attacking vs. artillery None None Composites, Oil, Aluminum Flight, Computers Gunpowder Gunpowder Gunpowder Gunpowder Gunpowder Industrialism, Rifling None None None American unique unit (Marine), 1-2 first strikes, +50% attacking vs. machine gun, +50% attacking vs. artillery, starts with Amphibious and March Panzer 28 2 180 Armored Industrialism, Rifling Oil German unique unit (Tank), no defensive bonus, +50% vs. armored, starts with Blitz Starts with March, 20% chance to intercept aircraft Can spread religion, requires monastery 1 first strike, no defensive bonus, starts with Blitz French unique unit (Musketman)
Mechanized Infantry
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UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Phalanx 5 1 35 Melee Hunting Copper OR Iron Iron Iron None None +100% vs. mounted Roman unique unit (Swordsman) Greek unique unit (Spearman), +25% hills defense, +100% vs. mounted Pikeman Praetorian Quechua Redcoat Gunpowder Rifling 16 1 110 2 1 15 Melee None 8 1 40 Melee Iron Working 6 1 60 Melee Engineering English unique unit (Rifleman), +25% vs. mounted, +25% vs. gunpowder +25% vs. mounted 40% chance to intercept aircraft, +50% vs. helicopter Iron None None Archery None Japanese unique unit (Maceman), 2 first strikes, +50% vs. melee Rifleman SAM Infantry Gunpowder Rocketry Melee Recon Special Archery None Hunting Civil Service, Machinery Samurai Scout Settler Skirmisher 4 1 25 0 2 100 1 2 15 8 1 70 18 1 150 None 14 1 110 Gunpowder Rifling None Can found a new city
5/22/06
Incan unique unit (Warrior), +25% city defense, +100% vs. archery
Better results from tribal villages, can only defend, +100% vs. animals Mali unique unit (Archer), 1-2 first strikes, +50% city defense, +25% hills defense
UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
Spearman Spy 4 0 1 2 35 80 Melee Special Hunting Communism Copper OR Iron None +100% vs. mounted Requires Scotland Yard national wonder, invisible to all units, can explore rival territory, can expose rival spies, starts with Sentry, costs 4 gold/turn Stealth Bomber 20 12 200 Air Composites, Flight, Robotics Submarine 24 6 150 Naval Radio, Combustion Oil and Aluminum 50% chance to evade interception, collateral damage, -50% vs. naval, can destroy tile improvements, bomb city defenses (-20% per turn) Oil OR Uranium Cargo space 1 (can transport missionaries, scouts, explorers, spies, great people), invisible to most units, 50% withdraw chance Swordsman Tank Transport War Chariot 6 28 16 5 1 2 5 2 40 180 125 25 Melee Armored Naval Mounted Iron Working Industrialism, Rifling Combustion The Wheel Iron Oil +10% city attack No defensive bonus, starts with Blitz Oil OR Uranium Cargo Space 4 Horses Egyptian unique unit (Chariot), immune to first strikes, no defensive bonus, 20% withdraw chance
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UNIT STRENGTH MOVEMENT COST UNIT TECHNOLOGY RESOURCE SPECIAL ABILITIES NAME CATEGORY REQUIREMENT(S) REQUIREMENT(S)
War Elephant Warrior Work Boat 0 2 30 Special Fishing None 2 1 15 Melee None None 8 1 60 Mounted Construction Ivory No defensive bonus, +50% vs. mounted +25% city defense Cannot enter ocean squares, can create fishing boats, whaling boats, offshore platforms Can improve tiles Worker 0 2 60 Special None None
NAME
Buildings Academy Airport Aqueduct Bank Barracks Bomb Shelters Special 250 100 200 60 100 Broadcast Tower 175 300
COST
CULTURE REQUIREMENTS(S)
4 Great Scientist unit Flight (use tech icons) Mathematics, Masonry Banking None Electricity, Manhattan Project +50% +50% Mass Media
EFFECT
+50% research -1 health, +1 trade routes, can airlift 1 unit per turn +2 health +50% gold New land units receive +4 experience points -75% damage from nukes +1 happy per 10% culture rate, can turn 2 citizens into Artist, +1 happy from movies, music, or drama
(double w/copper)
Music, Buddhism, three Buddhist temples 100 100 (double w/stone) 300
(double w/stone)
+2 happy if Buddhism is state religion, can turn 2 citizens into Priest, +1 happy from incense Electricity 1 +50% 150 120 Engineering, walls Music, Christianity, three Christian temples Assembly Line, factory Construction -75% damage from air units +50% defense (pre-gunpowder units) +2 happy if Christianity is state religion, can turn 2 citizens into Priest, +1 happy from incense Provides power with Coal for a factory, -2 health +1 happy face, +1 happy face per 20% culture rate
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NAME
300
(double w/copper)
COST
+50% Steel Assembly Line Metal Casting Pottery Guilds, Currency Compass +50% Medicine Plastics, factory +50% Music, Islam, three Islamic temples Music, Hinduism, three Hindu temples +25% hammers, +50% hammers with power, can turn 2 citizens into Engineer, -1 health +25% hammers, can turn 1 citizen into Engineer, +1 happy from gems, gold, or silver, -1 health Stores 50% of food after growth, +1 health from corn, rice, or wheat +25% gold, can turn 2 citizens into Merchant, +1 health from bananas, spices, sugar, or wines +50% trade route yield, +1 health from clam, crab, or fish +2 happy if Hinduism is state religion, can turn 2 citizens into Priest, +1 happy from incense +3 health, heals units in city an extra 10% damage per turn Provides power for a factory +2 happy if Islam is state religion, can turn 2 citizens into Priest, +1 happy from incense New water units receive +4 experience points, build water units 50% faster, -1 health Music, Confucianism, three Confucian temples +2 happy if Confucianism is state religion, can turn 2 citizens into Priest, +1 happy from incense
CULTURE REQUIREMENTS(S)
EFFECT
Confucian Academy Drydock Factory Forge Granary Grocer Harbor Hindu Mandir
(double w/marble)
NAME
Jail Jewish Synagogue Laboratory Library Lighthouse Market Monastery
(1 for each religion)
COST
120 300
(double w/stone)
CULTURE REQUIREMENTS(S)
Constitution +50% Music, Judaism, three Jewish temples
EFFECT
-25% war unhappiness +2 happy if Judaism is state religion, can turn 2 citizens into Priest, +1 happy from incense
250 90 60 150 60 2 2
+25% research, +50% spaceship production, can turn 1 citizen into Scientist, -1 health +25% research, can turn 2 citizens into Scientist Water tiles +1 food +25% gold, can turn 2 citizens into Merchant, +1 happy from fur, ivory, silk, or whales +10 research points, can train religion's missionaries in city
Provides power for a factory with Uranium, small chance of nuclear meltdown +25% research, can turn 1 citizen into Scientist No unhealthiness from buildings +1 health from cow, deer, pigs, or sheep
209
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NAME
300
(double w/copper)
COST
+50% 1 3 3 Masonry Education, library +25% research +50% defense (pre-gunpowder units) Drama +1 happy, can turn 1 citizen into Priest +1 happy per 10% culture rate, can turn 2 citizens into Artist, +1 happy from dyes Music,Taoism, three Taoist temples Priesthood, temple's religion +2 happy if Taoism is state religion, can turn 2 citizens into Priest, +1 happy from incense
CULTURE REQUIREMENTS(S)
EFFECT
80 50 200 50
(double w/stone)
5/22/06
3:24 PM
National Wonders (Max 2 per City) Forbidden Palace Globe Theatre Hermitage
(double w/marble)
Reduces maintenance in nearby cities No unhappiness in city, can turn 3 citizens into Artist.
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Literature, barracks in city, +100% military unit production in city a unit of level 4 experience +50 hammers in city with iron, +50% hammers in city with coal, can turn 3 citizens into Engineer, -2 health -25% war unhappiness in all cities
700
Mount Rushmore
NAME
National Epic Oxford University Palace Red Cross Scotland Yard Wall Street West Point World Wonders Angkor Wat Broadway Chichen Itza
COST
250
(double w/marble)
CULTURE REQUIREMENTS(S)
4 Literature, library in city
EFFECT
+100% great person birth rate in city
400
(double w/stone)
Education, 6 universities 2 2 4 or more cities Medicine, 6 hospitals Communism Corporation, 6 banks Military Tradition, a unit of level 5 experience 500
(double w/stone)
+100% research in city Makes this city the capital, reduces maintenance in nearby cities, +1 happy Free Medic I promotion for units built in city City can build Spy units. +100% gold, can turn 3 citizens into Merchant +4 experience points for new units trained in city
8 800 500
(double w/stone)
Philosophy +50% 6 The Church Special of the Nativity 4 Electricity Code of Laws Christian Holy City, Great Prophet
+1 hammer from Priest in all cities, can turn 3 citizens into Priest Provides 5 hit musicals (+1 happy face) +25% defense in all cities +1 gold per turn for every city with Christianity, spreads Christianity, can turn 3 citizens into Priest
211
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NAME
The Colossus
(double w/copper)
COST
250 4 6 8 6 8 6 +50% 4 4 Confucian Holy City, Great Prophet Hindu Holy City, Great Prophet Mass Media Mathematics, aqueduct Engineering Masonry, lighthouse, coastal city Literature, library 2 free Scientists in city +2 trade routes in all coastal cities Workers build improvements 50% faster +1 health in all cities, +1 population in all cities Provides 5 hit movies (+1 happy) +1 gold per turn for every city with Hinduism, spreads Hinduism, can turn 3 citizens into Priest +1 gold per turn for every city with Confucianism, spreads Confucianism, can turn 3 citizens into Priest Radio, forge Free broadcast tower in every city Taoist Holy City, Great Prophet +1 gold per turn for every city with Taoism, spreads Taoism, can turn 3 citizens into Priest 6 Metal Casting, forge, coastal city All water tiles +1 gold
CULTURE REQUIREMENTS(S)
EFFECT
5/22/06
200
3:24 PM
The Hanging Gardens Hollywood The Kashi Vishwanath The Kong Miao Special Special 1000
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NAME
The Kremlin The Mahabodhi The Masjid al-Haram Notre Dame The Oracle The Parthenon The Pentagon The Pyramids Rock n Roll The Sistine Chapel The Space Elevator
COST
Special Special 650
(double w/stone)
CULTURE REQUIREMENTS(S)
Communism 4 4 10 Buddhist Holy City, Great Prophet Islamic Holy City, Great Prophet Music
EFFECT
-50% hurry production cost +1 gold per turn for every city with Buddhism, spreads Buddhism, can turn 3 citizens into Priest +1 gold per turn for every city with Islam, spreads Islam, can turn 3 citizens into Priest +1 happy for all cities on this continent
150
(double w/marble)
8 400
(double w/marble)
+50% great person birth rate in all cities +2 experience points for new units trained in all cities Masonry +50% 10 2000
(double w/aluminum)
Enables all Government civics Radio Theology Robotics Provides 5 hit singles (+1 happy) +2 culture per specialist in all cities +50% spaceship production in all cities
213
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NAME
550
(double w/stone)
COST
8 6 8 10 4 Plastics Mass Media 10 Divine Right Jewish Holy City, Great Prophet Nationalism Starts a golden age +1 gold per turn for every city with Judaism, spreads Judaism, can turn 3 citizens into Priest Provides power for all cities on this continent Triggers global elections, guarantees eligibility for diplomatic votes Reduces maintenance in nearby cities Mysticism Free obelisk in every city, centers world map Democracy, forge +1 free specialist in all cities on this continent Divine Right +1 gold from all state religion buildings
CULTURE REQUIREMENTS(S)
EFFECT
120 700
(double w/marble)
5/22/06
The Taj Mahal The Temple of Solomon The Three Gorges Dam The United Nations Versailles
(double w/marble)
1000
(double w/aluminum)
Required to build spaceship parts Grants all technologies acquired by any 2 known civilizations.
2000
NAME
COST
CULTURE REQUIREMENTS(S)
Fission 500 (double w/aluminum) 400
(double w/aluminum)
EFFECT
Enables nukes, bomb shelters for all players Satellites Rocketry, Apollo Program +75% chance of intercepting nukes Space Race Victory (5 required)
The Manhattan 1500 (double w/uranium) Project SDI SS Casing SS Thrusters SS Engine SS Docking Bay SS Cockpit
600
(double w/aluminum)
Space Race Victory (3 required) Fusion, Apollo Program Robotics, Apollo Program 800
(double w/copper)
Space Race Victory (1 required) Space Race Victory (1 required) Fiber Optics, Apollo Program 600
(double w/copper)
Space Race Victory (1 required) SS Life Support SS Stasis Chamber Ecology, Apollo Program 1000
(double w/copper)
Space Race Victory (1 required) Genetics, Apollo Program Space Race Victory (1 required)
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Credits
Firaxis Games
Original Creator of Civilization Sid Meier Lead Designer and AI Programmer Soren Johnson Lead Programmer Mustafa Thamer Lead Artist Steve Ogden Senior Producer Barry Caudill Producers Jesse Smith Dan Magaha Quality Assurance Manager Tim McCracken Programming Group Alex Mantzaris Bart Muzzin Dan McGarry Eric MacDonald Jason Winokur Jon Shafer Mike Breitkreutz Nat Duca Pat Dawson Rob McLaughlin Tom Whittaker Casey O'Toole Dave Evans David McKibbin Don Wuenschell Jacob Solomon Nathan Mefford Theresa Bogar Additional Programming Jesse Smith Andy Szybalski Robert Thomas Sergey Tiraspolsky Art Group Lead Modelers Brian Busatti Mark Shahan Lead Animator Dorian Newcomb Animators Dennis Moellers Ed Lynch Greg Cunningham Alex Kim Artists Alex Kim Brian Busatti
Chris Sulzbach Dorian Newcomb Greg Cunningham Greg Foertsch Jerome Atherholt Justin Thomas Marc Hudgins Mark Shahan Mike Bates Mike Bazzell Nick Rusko-Berger Rob Cloutier Ryan Murray Steve Ogden Tom Symonds Steve Chao Ben Harris Benoit Regimbal Brandon Blackwell Darren Gorthey Jack Snyder Kevin Bradley Megan Quinn Nathan Wright Russel Vaccaro Digital Steamworks (Dave Thompson) Sound Group Lead Audio Designer Mark Cromer Sound Designer Michael Curran Narrator Leonard Nimoy Composers Jeffery L. Briggs Mark Cromer Michael Curran
Christopher Tin John Adams Allegri Bach Beethoven Brahms Brumel De La Torre Desprez Dvorak Lassus Mozart Ockeghem Palestrina Praetorius Sheppard Vocals Talisman Word Smiths Lead Writer Paul Murphy Writers Barry Caudill Jesse Smith Michael Soracoe Rex Martin Scenario and Tutorial Designers Ed Piper Jesse Smith Jon Shafer Martin Isak Isaksen Wouter Locutus Snijders Dale Dale KentA Sergey Tiraspolsky Earth Maps/Greek World Gabriele RhyeTrovato
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Additional Design All Firaxians Firaxis Management President / CEO, Jeffrey L. Briggs Chief Creative Officer Sid Meier Chief Operating Officerw Steve Martin Technology Director Bretton Wade Art Director Mike Gibson Director of Marketing Deborah Briggs Manager, Marketing and Media Kelley Gilmore Manager, Online Marketing Dennis Shirk Web Associate Jason Cohen Human Resources Manager Susan Meier Office Manager Donna Rubb IT Manager Josh Scanlan 2K Games Testers James Copestake Kevan Killion Michael Soracoe
Patrick GlascoeRex Martin Scott Wittbecker Sergey Tiraspolsky Play Session Leads Jesse Friedrich Psitalon Fletcher Martin Isak Isaksen Robert SirianThomas AI & Gameplay Consultant Robert SirianThomas Additional Production James Copestake Clint McCaul Beta Testers Sirian Friedrich Isak Rob Notyoueither CanuckSoldier Vondrack Nolan Aeson ColdFever Chieftess Gramphos Thamis danthrax Solver Rhye Kal-El Thunderfall Dominae Curtsibling Sulla Civrules
Onan Dale Ainwood Locutus Frank Kring DeepO Pfeffersack Islonian Wolfsbane Asterix Warpstorm Alva Alski Griselda TheDohr MarkG Arrian Bluminator Wtiberon Cyrene Doc Tsiolkovski Earl Harewood WarningU2 bobT Reptile Dexters Bsarsgard Krill Homegrown Srayman GBM Asleepathewheel Kemal Maxfin SirPartyMan Loulong Heroic StrictlyRockers
Unimatrix_zero Funkychicken Trayk Yoda Power ME0003 MagicNo3 LotharBot PeteT Randy DonaldKipper Avogadro Whiplash Craigbob Special Thanks Ryan Meier Heather Dyer Darren Bartlett Kurt Squire Kai Fiebach Sergey Tiraspolsky Apolyton Civ Fanatics
Published by 2K Games
President Christoph Hartmann VP Product Development Greg Gobbi VP Business Affairs David Ismailer VP Sales & Licensing Steve Glickstein Development Manager Jon Payne
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VP Marketing Sarah Anderson Director of Marketing Tom Bass Director of Public Relations Marcelyn Ditter International PR Director Markus Wilding Sr. Public Relations Manager Jay Boor Media Specialist Larry Stephens Director of Operations Dorian Rehfield Art Director Lesley Zinn Web Manager Gabe Abarcar Web Designer John Kauderer Game Analysts Walt Williams Jim Yang Jason Bergman Production Manager Jack Scalici Production Coordinator Frank Fleizach
Special Thanks Marc Berman Bob Blau David Boutry Ryan Brant Alice Chuang Scott DeFreitas David Edwards Dan Einzig David Gershik Susan Lewis Gerry Luna Xenia Mul Nan Teh Natalya Wilson Peggy Yu
Aspyr Media
Senior Project Manager Kelly Bates Director of Development Glenda Adams Director of QA and Technical Support Tim Attuquayefio Technical Support/Compat Lab Manager Andy Brazell Associate Producer: Matt Scates Assistant Publisher: Elizabeth Howard Project Coordinator: Patrick Rogers Director of Marketing: Leah Heck Marketing Manager: Amity Ponsetti PR Marketing Assistant: Karri Scott Lead Graphic Designer: Greg Althoff Additional Art: Jennifer Becker QA Supervisor: Bard Alexander
QA Leads: Sean Vowels Jared Wiatrek QA Team Lead: Harrison Jones QA Testing Team: Thomas Rees John Johnston Raul Iglesias Khoa Huynh Steven Schaefer Thomas Cobb Compatibility Lab Technicians: Jessie Boyer Sam Morris Shane Skains Andrew Horwitz Technical Support Representative 1: Jason McClure Macintosh Development Macintosh programming: Brad Oliver John Butler Isaac Wankerl Special Thanks Rich Hernandez Apple Computer Chris Bentley Eric Reichley, All of our external testers
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Use the Program, or permit use of the Program, on more than one computer, computer terminal, or workstation at the same time. Make copies of the Program or any part thereof, or make copies of the materials accompanying the Program. Copy the Program onto a hard drive or other storage device; you must run the Program from the included DVD-ROM (although the Program itself may automatically copy a portion of the Program onto your hard drive during installation in order to run more efficiently). Reverse engineer, derive source code, modify, decompile, or disassemble the Program, in whole or in part. Remove, disable or circumvent any proprietary notices or labels contained on or within the Program. Export or re-export the Program or any copy or adaptation thereof in violation of any applicable laws or regulations. OWNERSHIP. All title, ownership rights and intellectual property rights in and to the Program and any and all copies thereof are owned by Aspyr. The Program is protected by the copyright laws of the United States, international copyright treaties and conventions and other laws. The Program contains certain licensed materials and Aspyr may protect their rights in the event of any violation of this Agreement. You agree not to remove, disable or circumvent any proprietary notices or labels contained on or within the Program.
TECHNICAL SUPPORT
If you are having problems installing or using this software, we want to help. You should read through the manual and the Read Me file on the CD before contacting Aspyr Technical Support. Please ensure that your computer meets the minimum system requirements that are listed on the bottom of the box. Our Technical Support representatives will not be able to help customers whose computers do not meet these requirements. So that we can better help you, please have the following information ready: Complete product title Exact error message reported (if any) A brief description of the problem Your computers processor type and speed (iMac 700 MHz, PowerBook 1 GHz, etc.) Amount of RAM (MB, GB) Make and model of your video card (ATI, Nvidia) Speed of your CD-ROM or DVD-ROM (16x, 4x, etc.) Operating System (10.2.8, 10.3.4, etc.) CONTACT US OVER THE INTERNET. If, after reviewing all the known issues in the Read Me file, you are still having difficulties, please visit our online technical support page at www.aspyr.com/support and click on the title you are having trouble with. If your problem is not currently listed as an issue, please gather all information regarding the problem, including attempts to resolve the problem, error messages, and computer specifications and open a Support ticket located at www.aspyr.com/contact. This form will then be sent to Aspyr Media Technical Support. You can also access a list of current issues by visiting the titles product page through aspyr.com, following the Support link, and clicking on Support Form.
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CONTACT US BY PHONE. You can also contact us by phone by calling (512) 7088100. Note that this number is for technical assistance only. No hints and tips will be given out over the Technical Support line. When calling our Technical Support line, please make sure you are in front of your computer and prepared to provide all necessary information about your computer. You can also contact Aspyr Technical Support using one of the following options: Aspyr Media, Inc. P.O. Box 5861 Austin, TX 78763-5861
Classical selections in the public domain courtesy of Naxos of America Inc. John Adams publishers: Boosey and Hawkes Music Sales West Associated Music Publishers John Adams masters: Nonesuch Records E M I Classics Naxos of America Inc.
Portions of this software are included under license. 2005 Numerical Design, LTD. All rights reserved. Uses Bink Video. Copyright 1997-2005 by RAD Game Tools, Inc. Uses Miles Sound System. Copyright 1991-2005 by RAD Game Tools, Inc. Portions of this software are included under license: 2005 Scaleform Corporation. All rights reserved. This product contains software technology licensed from GameSpy Industries, Inc. 1999-2005 GameSpy Industries, Inc. All rights reserved. Orchestral samples included in this recording from the Vienna Symphonic Library Main Menu Earth based on Earth Image Blue Marble: Reto Stckli, NASA Earth Observatory Cinematics courtesy of Liquid Development, LLC and Brain Zoo Studios Pen Tools Scripts courtesy of Paul Neale (www.paulneale.com) Speex Codec 2002-2003, Jean-Marc Valin/Xiph.Org Foundation Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. Neither the name of the Xiph.org Foundation nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
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