User Guide

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 popu-
lation from working the tile and create a Citizen specialist.
Then click again on whichever tile you want the city to work,
and the Citizen specialist will go back to working the land on
the new tile you have selected.
Unit List
Any units that are stationed inside a city will
appear at the bottom of the City Map.You can
see each unit’s stats by [rolling over] its icon. If there are more
units than can fit on the screen, click on the plus (+) and minus
(-) signs to scroll through them all.
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CIVILIZATIONS
Following is a list of all of the civilizations appearing in the
game, as well as each civilization’s unique units, leaders, and
leader traits.
LEADER TRAITS
Each leader has two “traits” which give him or her special abil-
ities in the game.The traits are:
Aggressive
Effect: Free promotion (Combat I) for all melee and
gunpowder units.
Construct at 1/2 Production Cost: Barracks, Drydocks
Creative
Effect: +2 culture per turn per city.
Construct at 1/2 Production Cost: Colloseum,Theatre
Expansive
Effect: +2 health per city
Construct at 1/2 Production Cost: Granary, Harbor
Financial
Effect: +1 commerce on spaces generating 2 or
more commerce.
Construct at 1/2 Production Cost: Bank
Industrious
Effect: +50% wonder production.
Construct at 1/2 Production Cost: Forge
Organized
Effect: -50% civic upkeep cost.
Construct at 1/2 Production Cost:
Courthouse, Lighthouse
Philosophical
Effect: +100% Great People birth rate.
Construct at 1/2 Production Cost: University
Spiritual
Effect: No anarchy
Construct at 1/2 Production Cost: Temples
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