User Guide
UNTRADEABLE ITEMS
Often you will see items in the leader’s column that are col-
ored red. This indicates that the leader will not (or cannot)
trade these items with you, so don‘t bother asking.
TECHNICAL REQUIREMENTS
FOR TRADE
At the beginning of the game, your diplomatic options are
quite limited. You‘ll need to acquire certain technologies
before you can expand your interactions with your neighbors.
You cannot trade technology, for instance, until either you or
your partner knows the “Alphabet” technology. Both sides do
not need to know the required technology, but at least one of
the traders must.
CATEGORIES OF TRADABLE ITEMS
There are two distinct kinds of items you can trade:“immedi-
ate” items or “annual” items. Immediate items can only be
traded for other immediate items, and annuals only for other
annuals.You are free to trade any items within a group – tech-
nology for gold and a world map, for instance, since they’re all
immediate items – but you can‘t trade an immediate item or
items for one or more annuals.
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.
Annual Trade Items
Annual trades last for a minimum of 10 turns. They can con-
tinue for longer than 10 turns if both sides agree, but neither
side can cancel an annual trade before 10 turns are up – except
by declaration of war.Annual items include resources and gold
per turn.
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TRADABLE THINGS
Here‘s a list of things that can be traded.
Gold, Lump Sum - Immediate Trade
A chunk of gold. 1 gold. 15 gold. A billion-billion gold.
Gold, Per Turn - Annual Trade
A certain number of gold per turn: 2 gold/turn. 30 gold/turn.
This lasts a minimum of 10 turns. Note that you are obligated
to pay this gold no matter what: empty treasury, anarchy, etc.
Your treasurer will automatically disband units as necessary to
fulfill your obligations.
World Map - Immediate
All of the territory explored by your partner is now visible on
your main map and vice versa.
Open Borders - Annual
Your units can now move freely through your partner’s terri-
tory, and vice versa. If you declare war against a civilization you
have an Open Borders agreement with, all of your units are
removed from his territory, and all of his units are removed
from yours.
Furthermore, your cities’ trade routes extend to include those
civs which whom you have Open Borders. Since foreign trade
routes are much more lucrative than domestic ones, signing
Open Borders can significantly increase the commerce of your
cities. Various buildings and civics can increase this income
even more.
Defensive Pact - Annual
If either of your civilizations is attacked by a third party, the
other civilization automatically declares war on the attacker.This
agreement is nullified if either of the signatories attacks anybody.
Permanent Alliance - Immediate
Your two civilizations essentially become one nation with two
rulers.You each continue to have control over your units and
cities, but you share everything else: resources, technologies,
maps, and victory or defeat. If one declares war, the other auto-
matically does so as well. If one signs a treaty, the other is
bound by it.
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