Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 1 T ABLE OF C ONTENTS Chapter 1 IN THE BEGINNING 3 Introduction ...................................................................4 The Civilopedia .............................................................6 System Requirements.....................................................7 Installation......................................................................8 The Tutorial ...................................................................
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 2 Great People.................................................................91 Golden Ages.................................................................94 Wonders.......................................................................95 Diplomacy ...................................................................99 Victory.......................................................................105 Chapter 3 ADVANCED RULES 107 Introduction ..................
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 4 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.
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 6 We have greatly enhanced Civilization IV’s 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 we’ve done to improve Civilization IV is, of course, to play it.
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 8 INSTALLATION THE TUTORIAL Insert your Sid Meier’s Civilization IV Disc 1 CD-ROM (or DVD ROM, no disc number) into your drive. On the setup screen, [Click] Express Install for a default installation without further prompting. Advanced users can choose Custom Install to customize the installation path. 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.
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 10 Tutorial: Click on this button to begin the Civilization IV tutorial. See the previous chapter for details on the tutorial. game of Civilization IV. See “Saving and Loading a Game” for details. 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.
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 12 Visit Civilization IV Web Site: Click here to visit the Civilization IV web site, where you’ll find a lot of Civ-related news, updates, scenarios, and more. (You must be connected to the Internet to use this option.) “Oasis” Worlds include a vast desert dotted by oases and surrounded by jungle. Credits: Click here to roll the credits for this game. Go Back: Click here to return to the Main Menu.
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 14 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.
Civ4_man_Part1.qxp 9/27/05 12:24 PM THE CIVILIZATION WEB SITE Page 16 IV WHERE TO FIND IT www.CivIV.com 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.
Civ4_man_Part1.qxp 9/27/05 12:24 PM Page 18 During Play Once again, get rid of any menus waiting for a response from you, and then type [Ctrl-l]. (Alternatively, hit [Esc] and then click on “Load Game.”) This will bring up the “Load Game” screen. Saved Game Locations Games are saved in two locations: single games are saved in “My Documents\My Games\Sid Meiers Civilization 4\Saves\single;” multiplayer are saved in “My Documents\My Games\Sid Meiers Civilization 4\Saves\multi.
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Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 22 INTRODUCTION THE INTERFACE This section of the manual provides an overview of Sid Meier’s 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 you’re seeking more in-depth info. OVERVIEW Don’t 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.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 24 THE MAIN SCREEN During a game of Civilization IV, you will spend most of your time on the Main Screen. It is here that you move your units, build cities and improvements, launch attacks against your neighbors, and so forth. The Main Screen has the following elements: Show Titles Ping Yields Display Bare Map Resource Display Scores Display Main Map This is where the action takes place.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 26 Resource Display: This highlights all “resources” on the Main Map. Scores Display: This hides/reveals the scores display which is atop the Mini Map. Your Banner This displays your civilization’s war banner. Roll your cursor atop your banner to see details about your civilization and your leader. Click on the banner to open your civilization’s capital city. End Turn Button Click on this button to end your current turn.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 28 THE KEYBOARD THE MOUSE 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.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 30 TERRAIN CHARACTERISTICS RIVERS Each square has a number of characteristics: 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 attacker’s combat strength when the target is on the other side of the river. Rivers improve adjacent squares’ health and commerce as well.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 32 UNITS MOVEMENT SPEED OVERVIEW A unit’s 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). 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.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 34 +50% City Defense:When attacked while in a city, the archer’s current strength is increased by 50%. A fully healthy archer’s base defensive strength in a city would be 4.5. +25% Hills Defense:When attacked while atop a hill, the archer’s 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.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 36 “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.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 38 to perform special actions, “action icons” appear in the “Unit Action Box” on the Main Screen. until you give it new orders. (Some units – notably mounted units – cannot fortify.) [Rollover] an action icon to see what it does. Below is a list of the military unit actions you’re likely to run into in the early stages of the game. (Worker and Settler actions appear in later sections.) Sleep: The unit goes inactive.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 40 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; we’ll discuss these later.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 42 Multiple Unit Combat Results Mounted Unit Withdrawal If the attacker loses the combat, that unit is destroyed as usual. If the attacker wins, the defender is destroyed. However, the attacker cannot occupy the defender’s space if other combat units still survive there. All defenders must be destroyed before the attacker can occupy the space. Mounted units have a special “withdraw” ability which comes into play when a mounted unit attacks a non-mounted unit.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 44 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. There’s no limit to the number of promotions a unit can receive. EXPERIENCE POINTS When a unit wins a battle, it gains one or more “experience points” (xps).
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 46 proximity to friendly cities as well as to potential enemies. Though cities are usually sited to expand one’s borders and to take the best advantage of local resources, a city may also be built for purely geopolitical reasons – to obstruct another civilization’s expansion, for instance. Where You Can’t Build Cities Cities cannot be constructed within two spaces of another city. Cities cannot be constructed in impassable spaces.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 48 Resistance CITY DEFENSES 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 civilization’s control (see “Cultural Borders,” page 63). Cities are defended from capture by the units inside them.
Civ4_man_Part2.qxp 9/27/05 12:32 PM Page 50 U NIT L IST C ITY N ATIONALITY 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. This displays the nationality breakdown of the city: what percentage of the population is your nationality, and what percentage represents other nationalities.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 52 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 city’s 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 54 WE LOVE THE KING! For further information on this subject, see “Advanced Cities.” 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 city’s name on the Main Screen. If a city is especially well-run, your happy people may reward you with a “We Love the King” celebration.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 56 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 city’s name on the Main Map.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 58 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. Constructing Workers and Settlers When a city is constructing workers and settlers, the city’s excess food is consumed, as well as the city’s production.Thus cities building workers and settlers will not grow in population until the units are complete.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 60 Build a Settler EARLY OBJECTIVES If you’ve discovered a good place to build a second city, you might want to build a settler. It’s usually a good idea to have a military unit accompany a settler who is going off into the wild; if you don’t have such a unit available, you might want to build it first. (And keep in mind that your city isn’t growing while it’s building the settler.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 62 CULTURAL BORDERS Your civilization’s 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 civilization’s borders are, the more powerful your civilization is.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 64 City Construction No one but you can build a city on land inside your borders. Resources You can get the benefit of “resources” only if they’re within your borders. Improvements Your workers build improvements only on squares inside your cultural borders (except for roads/rails, which they can build anywhere).
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 66 CHOOSING TECHS TO RESEARCH After you have built your first city, the “choose a technology” menu appears.This menu lists all of the technologies that you can research at the moment, as well as the time necessary to complete your research. Click on the tech you want your civilization to study. [Rollover] the technology to see a brief description of its benefits and what future technologies it provides access to.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 68 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 SPEEDING RESEARCH Agriculture allows your workers to construct “farm” improvements. These improve a square’s food output, and provide access to rice, wheat, and corn resources. Farm improvements must be built adjacent to “fresh water:” rivers, oases, or lakes.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 70 Masonry Pottery Prerequisites: Mining OR Mysticism Prerequisites: The Wheel and Agriculture OR Fishing Leads To: Monotheism, Construction Leads To: Writing, Metal Casting 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).
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 72 Also, roads between cities and resources create a “trade network”.This too is really important. Locations of Roads Workers can create roads on any land squares (except impassable ones).Workers can build roads even in neutral and foreign territory. The “Build Road” Order Click on the “build road” action icon (see below), or press the shortcut key [r] to order an active worker to build a road in its current square.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 74 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 76 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. WORK BOATS Work boats are similar to workers, except that they can build improvements on water spaces.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 78 THE RELIGION ADVISOR MISSIONARIES Press [F7] or click on the “Religion Advisor” button on the Main Screen to access the Religion Advisor screen.This screen displays your civilization’s current religious status – which cities have which religions, the percentage of population in each city which follow each religion, and so forth. On this screen you can adopt or change your “state religion” (see below).
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 80 Buildings Cathedrals 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 drastically increase a city’s culture. They increase happiness if their religion is the civilization’s state religion. They allow two population points to be turned into priests.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 82 Islam Pyramids wonder makes all “government” civics available.) The first civilization to discover “Divine Right” will found Islam. CATEGORIES OF CIVICS Taoism 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 84 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. Revolution and Anarchy Changing civics can be difficult for your loyal citizens, particularly if you are changing multiple civics at once.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 86 UNIVERSAL SUFFRAGE NATIONHOOD Tech Requirement: Democracy Tech Requirement: Nationalism Upkeep: Medium Upkeep: Low Effect: +1 production from town, can spend gold to complete production of a unit/building in a city. Effect: Can “draft” (see “Advanced Cities”) 3 units per turn, barracks provide +2 happiness. Universal suffrage means extending the vote to everyone, regardless of race, creed, or gender.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 88 SERFDOM MERCANTILISM Tech Requirement: Feudalism Tech Requirement: Banking Upkeep: Low Upkeep: Medium Effect: Workers build improvements 50% faster. Effect: +1 free specialist per city, no foreign trade routes. 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 90 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 92 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, you’ll have a fifty-fifty chance of generating a great artist or great merchant.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 94 GOLDEN AGES WONDERS During certain periods of time, some civilizations seem to burst with energy and creativity. The civilization’s 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 96 Wonders and Resources EARLY WONDERS Certain resources will allow cities to produce wonders at double the usual speed. For example, a civilization that has Stone connected to its trade network can build the Pyramids at a much faster rate. Here’s 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 98 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 100 name on the Main Screen’s “score box.” This will display the leader’s attitude and the reasons why they feel that way. Refusing to Talk Sometimes a particularly angry leader won’t 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 102 UNTRADEABLE ITEMS TRADABLE THINGS Often you will see items in the leader’s column that are colored red. This indicates that the leader will not (or cannot) trade these items with you, so don‘t bother asking. Here‘s a list of things that can be traded. TECHNICAL REQUIREMENTS FOR TRADE Gold, Per Turn - Annual Trade At the beginning of the game, your diplomatic options are quite limited.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 104 Technology - Immediate You immediately learn the technology that has been traded to you. 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.
Civ4_man_Part2.qxp 9/27/05 12:33 PM Page 106 Domination Victory The game ends when one civilization controls an overwhelming percentage of the world’s 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).
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Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 108 INTRODUCTION This section of the manual contains advanced rules for Sid Meier’s Civilization IV. The advanced manual includes sections on terrain, units, cities, technology, difficulty levels, the Options Screen, multiplayer games, and mods. TERRAIN In this section you’ll find a description of all of the terraintypes in the game, followed by a list of the resources.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 110 Tundra Hills Food: 1 Production: 0 Commerce: 0 Defensive Bonus: 0% Food: -1 Production: +1 Commerce: 0 Defensive Bonus: 25% +1 commerce adjacent to river; improvements take 25% longer to build. Costs 2 mp to enter; +1 commerce adjacent to river. TERRAIN FEATURES Fallout Ice Food: -3 Production: -3 Commerce: -3 Defensive Bonus: 0% Costs 2 mp to enter; cannot build improvements until Fallout is cleared.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 112 RESOURCES Following is a list of all of the resources in the game.
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Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 122 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 Wine 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 124 Naval combat occurs when a naval unit attempts to enter an enemy naval unit’s 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 defender’s space, unless other enemy units still occupy that space. strengths reduced by 50%. However, the “Amphibious” promotion negates that penalty.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 126 Destroyer Ironclad Tech Requirement: Combustion Tech Requirement: Steel and steam power Resource Requirement: Oil or uranium Resource Requirement: Iron and coal Strength: 30 Strength: 12 Movement: 8 Movement: 2 Special Abilities: Can see submarines. Can intercept aircraft (30%). Can bombard city defenses (-15%/turn). Movement Limits: Must stay on coastline or within friendly cultural waters.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 128 Work Boat Fixed-Wing Aircraft Tech Requirement: Fishing Resource Requirement: None There are two categories of fixed-wing aircraft in the game: fighters and bombers. Strength: 0 (non-combat unit) FIGHTERS Movement: 2 Movement Limits: Must stay on coastline or within friendly cultural waters. Special Abilities: Can create fishing boats, whaling boats, and offshore platforms.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 130 AIR BOMB MISSION Gunship Units can be ordered to bombard enemy city defenses or improvements within their mission range. Bombers are far better at these kinds of missions than are fighters. Technology Requirements: Rocketry and flight 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 132 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. 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 134 ICBMS UNITS ICBMs (intercontinental ballistic missiles), also known as “nukes,” can ruin a leader’s whole day. These are the ultimate weapons available in Civilization IV, and they are extremely potent. 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 136 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. Here’s a list of the promotions in Civilization IV. Remember that not all promotions are available to all units. Accuracy Barrage I Available To: Siege and armored units.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 138 City Garrison I City Raider III Available To: Archery, gunpowder units Available To: Melee, siege, and armored units. Prerequisites: None Prerequisites: City Raider II Leads To: City Garrison II Leads To: Nothing Effects: +20% city defense. Effects: +30% city attack. +10% vs. gunpowder units. City Garrison II Available To: Archery and gunpowder units.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 140 Combat IV Drill I Available To: Recon, archery, mounted, melee, siege, gunpowder, armored, helicopter, and naval units. Available To: Archery, siege, armored, helicopter, and naval units. Prerequisites: Combat III Prerequisites: None Leads To: Combat V, Commando Leads To: Drill II Effects: Heals additional 10% damage/turn in neutral lands. +10% strength. Effects: +1 additional first strike chance.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 142 Flanking I Available To: Mounted, armored, helicopter and naval units. March Prerequisites: None Available To: Recon, archery, mounted, melee, siege, and gunpowder units. Leads To: Flanking II, Navigation I Prerequisites: Medic I Effects: +10% withdrawal chance. Leads To: Nothing Effects: Can heal while moving. Flanking II Available To: Mounted, armored, helicopter and naval units.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 144 Navigation I Woodsman I Available To: Naval units Available To: Recon, melee, and gunpowder units. Prerequisites: None Prerequisites: None Leads To: Navigation II Leads To: Woodsman II Effects: +1 movement range. Effects: +20% jungle defense. +20% forest defense. Navigation II Woodsman II Available To: Naval units Available To: Recon, melee, and gunpowder units.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 146 CITIES City Name Players new to Civilization IV and its predecessors might want to play a couple of games before taking on this section. Once you’ve 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. THE CITY SCREEN To open the City Screen, [double-click] on a city on the main map.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 148 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. City Defense Bonus Listed to the right of the City Name is the city’s Defense Bonus.This is the bonus that all units defending in the city will receive. Remember that the city gets a defensive bonus from constructing walls and castles, and it also gets a defensive bonus from advanced culture.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 150 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 city’s “city radius” or directly connected to the city by road, rail, river or coast.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 152 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 154 Portrait Window City Building Roster To the left of the City Build Menu is the Portrait Window, which shows a three-dimensional image of whatever the city is building. Most of the left side of the city screen is taken up by the City Building Roster, a list of all buildings and wonders present in the city.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 156 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 158 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 160 CIVILIZATION LIST See the Civilopedia for historical backgrounds on each civilization.
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Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 166 Spanish Empire Starting Technologies: Fishing, Mysticism Unique Unit: Conquistador (replaces knight) Leader: Isabella Research Techs are cheaper to research on the lower difficulty levels, more expensive on the higher ones. Trait: Spiritual Maintenance Costs Trait: Expansive 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 168 THE OPTIONS SCREEN The “Options Screen” allows you to customize many aspects of Civilization IV, including game information displayed, unit activation, shortcut keys, graphic and audio details, and the game clock. GETTING TO THE OPTIONS SCREEN Press [Ctrl-o] to go to the Options Screen. Or press [Esc] (the “Escape” key) while on the Main Screen and then [click] on the “Options Screen” button.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 170 GAME SIZE LIMITATIONS MAP The maximum number of civilizations in a game is determined by the size of the map.You can play against fewer AIs by setting one or more of the player slots to “closed.” Pick the style of map you want to play on. Team Assignment Menu This allows you to “lock” several civilizations into permanent alliances. To do so, assign both civilizations the same “Team Number.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 172 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. asked to login to GameSpy.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 174 MODS AFTERWORDS Sid Meier’s 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 176 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, I’ll 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 178 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 wasn’t a whole lot of fun, though. Rather than dropping the feature, we just flipped the concept around.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 180 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 182 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 184 Steve Ogden, our lead artist, took on the intimidating task of leading our art team from prototype to production to finished product. It’s 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 186 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.
Civ4_man_Part3.qxp 9/27/05 12:36 PM Page 188 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 can’t 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.
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194 Medium Low High Hereditary Rule Representation Police State Medium Low None UPKEEP COST Bureaucracy Nationhood Free Speech CIVIC NAME Low Low Medium None Slavery Serfdom Caste System Emancipation Low Medium Low None Decentralization Mercantilism Free Market State Property Economy Low Tribalism Labor Low High Vassalage None Communism Economics Banking None Democracy Code of Laws Feudalism Bronze Working None REQUIRED TECHNOLOGY Liberalism Nationalism Civil Service Feudalism
196 High Environmentalism None Low Pacifism Free Religion 1 1 Plains Tundra -3 +3 0 -1 0 -1 +3 Fallout Floodplains Forest Hills Ice Jungle Oasis Terrain Features 1 Snow 0 0 Grassland Peak 2 Desert Ocean 1 0 Coast Base Terrain 0 0 0 +1 +1 0 -3 0 1 0 0 0 0 0 0 PRODUCTION Medium Theocracy +2 0 0 0 0 0 -3 0 0 0 1 0 0 0 2 COMMERCE Liberalism Philosophy Theology Monotheism No non-state religion spread Cities with state religion construct buildings +25% f
198 16 10 12 3 Bomber Camel Archer Cannon Caravel 3 1 60 100 90 140 225 35 150 25 Naval Siege Mounted Air Naval Melee Siege Archery Optics Steel Guilds, Horseback Riding, Archery Radio, Flight Industrialism Bronze Working Artillery Archery +50% vs. melee No defensive bonus, 25% withdraw chance, collateral damage, +50% vs.
200 4 0 12 8 4 2 0 Explorer Fast Worker Fighter Frigate Galleon Galley Great Artist 2 2 4 0 50 80 90 100 60 40 200 Special Naval Naval Naval Air Special Recon Naval None Sailing Astronomy Astronomy, Chemistry Flight None Compass Combustion None None None Oil Oil None None Oil OR Uranium Can start a golden age, discover a technology, create a great work (+4000 culture), join a city Cargo space 2, cannot enter ocean squares Cargo space 3 Bombard city defenses (-10%
202 20 12 5 24 6 10 6 8 Infantry Ironclad Jaguar Jet Fighter Keshik Knight Longbowman Maceman 1 1 2 70 50 90 50 150 40 100 140 25 The Wheel Melee Archery Mounted Mounted Air Melee Horses Oil, Aluminum None Iron, Coal None Horses Guilds, Iron, Horses Horseback Riding Feudalism, None Archery Civil Service, Copper OR Iron Machinery Horseback Riding, Archery Composites, Flight Iron Working Gunpowder Assembly Line, Rifling Naval Steel, Steam Power Mounted Cannot enter oce
204 6 8 2 16 14 18 8 1 0 4 Pikeman Praetorian Quechua Redcoat Rifleman SAM Infantry Samurai Scout Settler Skirmisher 1 2 2 1 25 100 15 70 150 110 110 15 40 60 35 None Iron Working Engineering Hunting Archery Special Recon Melee Archery None Hunting Civil Service, Machinery Gunpowder Rocketry Gunpowder Rifling Gunpowder Rifling Melee Melee Melee Melee None None None Iron None None None None Iron Iron Copper OR Iron Mali unique unit (Archer), 1-2 first strikes,
206 0 COST Work Boat Worker NAME 60 100 Barracks Bomb Shelters 150 120 Coal Plant Coliseum (double w/stone) 300 Castle Christian Cathedral 100 100 (double w/stone) Bunker (double w/copper) 300 +50% 1 +50% 200 Bank Buddhist Stupa 100 Aqueduct 4 +50% 250 Airport Broadcast Tower 175 Special Academy 60 30 15 60 Special Special Melee Mounted None Fishing None Construction Assembly Line, factory Music, Christianity, three Christian temples Engineering, walls Electrici
208 300 Confucian Academy 250 120 60 150 80 300 Factory Forge Granary Grocer Harbor Hindu Mandir 120 300 Jail Jewish Synagogue Music, Islam, three Islamic temples Meditation, monastery's religion 250 30 150 300 150 Nuclear Plant Obelisk Observatory Recycling Center Supermarket 1 2 60 (1 for each religion) Monastery Currency 150 Market Writing Refrigeration Ecology Astronomy Mysticism Fission, factory Sailing 90 60 Computers, observatory Music, Judaism, three Jewish temples Lighthou
210 200 50 University Walls 3 3 1 +50% Masonry Education, library Drama Priesthood, temple's religion Music,Taoism, three Taoist temples CULTURE REQUIREMENTS(S) 300 Hermitage 200 500 Mount Rushmore 400 600 800 Scotland Yard Wall Street West Point 500 500 The Church Special of the Nativity (double w/stone) 800 Chichen Itza (double w/stone) Broadway Angkor Wat World Wonders (double w/stone) 600 500 Red Cross 160 (double w/stone) Palace Oxford University 250 National Epic (d
212 250 The Colossus 300 150 450 The Pyramids The Space Elevator 600 The Sistine Chapel (double w/aluminum) 2000 (double w/marble) 800 Rock ‘n Roll (double w/stone) 1250 The Pentagon (double w/marble) 400 (double w/marble) The Parthenon The Oracle 650 Notre Dame (double w/stone) Special The Masjid al-Haram 10 +50% 6 10 8 10 4 4 Special The Mahabodhi Confucian Holy City, Great Prophet Hindu Holy City, Great Prophet Mass Media Mathematics, aqueduct Engineering Masonry
214 1500 1000 800 The United Nations Versailles 1000 600 SS Stasis Chamber SS Life Support SS Cockpit 1200 (double w/copper) 1000 (double w/copper) 600 (double w/copper) 800 (double w/aluminum) 1000 SS Docking Bay (double w/aluminum) SS Engine SS Thrusters (double w/aluminum) 400 500 (double w/aluminum) Genetics, Apollo Program Ecology, Apollo Program Fiber Optics, Apollo Program Robotics, Apollo Program Fusion, Apollo Program Satellites, Apollo Program Rocketry, Apollo Program
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Civ4_man_Part4.qxp 9/27/05 Additional Design All Firaxians Firaxis Management President / CEO, Jeffrey L.
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Civ4_man_Part4.qxp 9/27/05 12:45 PM Page 222 otherwise violate such laws or regulations, that may be amended from time to time. LIMITED WARRANTY: LICENSOR warrants to you (if you are the initial and original purchaser of the Software) that the original storage medium holding the Software is free from defects in material and workmanship under normal use and service for 90 days from the date of purchase.
Civ4_man_Part4.qxp 9/27/05 12:45 PM Page 224 PRODUCT SUPPORT For U.S. Support Phone: 1-866-219-9839 Email: usa@take2support.com For Canadian Support: Phone: 1-800-638-0217 Email: Canada@take2support.com http://www.take2games.com/support 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.