User Guide
cialist being the sole exception). Further, the kinds of special-
ists you have in a city determine which great people you gen-
erate: 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. [Rolling over] the Great Person Points bar
will display the percentage chance of getting each type of
great person.
Civics
Some civics (see page 82) increase the speed at which you gen-
erate great people.
GREAT PEOPLE CHARACTERISTICS
As mentioned above, there are five types of great people. Each
type has its own special abilities, but they all share some char-
acteristics:
Can Discover New Technologies
You can expend a great person to discover a new technology.
Typically this technology will be in the great person’s area of
expertise (prophets will usually discover religious technologies
and so on), but not always. Once all of the relatively inexpen-
sive technologies have been discovered, the great person may
not be able to entirely discover a new tech, but he or she can
dramatically decrease the time it takes you to discover it.
Golden Ages
You can expend two or more great people to start a “Golden
Age;” see page 94 for more details.
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 cer-
tain 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.
SPECIAL ABILITIES
In addition to the abilities they share in common, each great
person type has unique abilities.
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Great Artists
Great Artists can create great works of art in a city; this imme-
diately 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 con-
tinuing large cultural and small research boost to the city.
Great Engineers
Great Engineers can “hurry” a city’s production, greatly speed-
ing up the creation of whatever the city is presently construct-
ing. 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.
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 mer-
chant reaches the target city you’ll be able to conduct the mis-
sion. The value of the mission increases the further away and
wealthier the target city is. Great Merchants can also settle per-
manently in a city, providing a continuing large commerce and
small food boost to the city.
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 religion’s shrine. Great
Prophets can also settle in a city, providing a continuing large
commerce and small production boost to that city.
Great Scientist
Great Scientists can construct an “academy,” a building which
greatly boosts a city’s 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.
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