User Guide

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.
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:
Construct Libraries and Other Buildings
Buildings such as Libraries and Monasteries will increase a
city’s research.
Assign Scientist Specialists
Change some of your city’s populace into Scientist Specialists
(see “Advanced Cities”). Wonders such as the Great Library
allow you to change more of your populace into scientists.
Civics
Civics like Free Religion and Representation increase your
civilization’s research.
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.
EARLY TECHNOLOGY LIST
Following is a description of the technologies you are likely to
run into in the early game. See the Civilopedia,Tech Tree or
poster included with the game to look at the complete
Technology list.
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Agriculture
Prerequisites: None
Leads To: Pottery, Animal Husbandry
Agriculture allows your workers to construct “farm” improve-
ments. 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.
(Note: the later “Civil Service” tech allows workers to build
“chains” of farms stretching from the initial fresh water source
across the landscape.)
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.
Archery
Prerequisites: Hunting
Leads To: None
Archery allows you to build archer units (and later, longbow-
men, crossbowmen, and horse archers).
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 com-
merce, 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” improve-
ments, which provide access to deer, fur (beaver) and ivory
(elephant) resources.
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