User Guide

Portrait Window
To the left of the City Build Menu is the
Portrait Window, which shows a three-dimen-
sional image of whatever the city is building.
City Production Queue
Located to the left of the Portrait
Window in the bottom-left corner of
the city screen is the Build Queue. This
is a list of all of the different projects that
the city has assigned to it, with the cur-
rent project listed at the top. Ordinarily a city will only have
one task assigned to it, but you can set a build list for the city’s
governor to follow by [Shift-clicking] on items in the City
Build Menu.As each project is completed, the next one in the
queue will move up to take its place.To remove a project from
the Production Queue, click on it with the mouse.
Culture Display
Above the Portrait Window and City Production Queue is the
city’s Culture Display, an indicator of how much culture the
city is producing.The culture display lists the rate at which cul-
ture is being accumulated each turn, and displays a word indi-
cating the city’s 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 cul-
ture 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 per-
centage 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 Building Roster
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.The
city building roster displays any cul-
ture, gold, or happy faces added by
each individual building/wonder;
you can get additional information
about each by [rolling over] it.
Trade Income List
Above the City Building Roster is
the Trade Income List, a display of all
of the trade routes that the city pos-
sesses.Trade routes in Civilization IV
are generated automatically between cities, with each city
forming the most profitable trade routes possible.At the begin-
ning of the game, each city can only have one trade route, but
additional technologies, buildings, wonders, and certain civics
increase the amount of trade routes that a city can have.Trade
routes can run to the cities of your own civ or to those of for-
eign civilizations; foreign trade routes are almost always more
lucrative, but require an Open Borders agreement with the
other civs. Certain buildings like harbors can increase revenue
from trade routes.
Trade routes increase the base commerce of a city (see page
156 for more information on how base commerce gets con-
verted into gold and science beakers). If a city has three trade
routes that are each bringing in 10 commerce, that city has an
additional 30 base commerce that can be applied to science,
wealth, or culture. If your civilization signs a number of Open
Borders agreements, trade route income can be extremely
profitable and help speed along the progress of your civ’s sci-
entific research.
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