Games PC SID MEIER S-CIVILIZATION IV User Manual

4.5 (12)

TABLE OF

 

CONTENTS

 

Chapter 1

 

IN THE BEGINNING

3

Introduction...................................................................

4

The Civilopedia .............................................................

6

System Requirements.....................................................

7

Installation......................................................................

8

The Tutorial ...................................................................

9

Starting a Game .............................................................

9

The Civilization IV Web Site ........................................

16

Saving and Loading a Game .........................................

17

Chapter 2

 

THE BASICS

21

Introduction .................................................................

22

Civilization IV Turn Structure .......................................

22

The Interface ...............................................................

23

Terrain .........................................................................

29

Units ............................................................................

32

Combat........................................................................

39

Cities............................................................................

45

Cultural Borders...........................................................

63

Technology ..................................................................

65

Workers........................................................................

71

Work Boats ..................................................................

76

Religion.......................................................................

77

Civics ...........................................................................

82

1

Great People.................................................................

91

Golden Ages.................................................................

94

Wonders.......................................................................

95

Diplomacy ...................................................................

99

Victory.......................................................................

105

Chapter 3

 

ADVANCED RULES

107

Introduction ...............................................................

108

Terrain .......................................................................

108

Resources...................................................................

112

Units ..........................................................................

123

Cities..........................................................................

146

Civilizations................................................................

159

Difficulty Levels..........................................................

166

The Options Screen ...................................................

168

The Custom Game Screen .........................................

169

Multiplayer Games......................................................

172

Mods..........................................................................

174

Afterwords..................................................................

175

APPENDIX

189

Reference Charts........................................................

190

Credits........................................................................

216

Limited Software Warranty

 

and License Agreement...............................................

221

Warranty ....................................................................

223

Product Support .........................................................

224

Chapter 1

IN THE

BEGINNING

2

3

INTRODUCTION

Welcome to Sid Meier's Civilization IV ®, the game in which you match wits against the greatest leaders of all time in a battle of warfare, diplomacy, religion, commerce and technology. If you fail you will be destroyed, your empire just a pathetic and sad footnote in the annals of history. But if you succeed, your glory will live on forever, and you will build a civilization to stand the test of time!

Civilization IV is the latest iteration of Sid Meier's Civilization, first released in the early 1990's. From its inception the Civilization series has been acknowledged as the first and best world history simulation, lauded for its incredible depth of play and its extraordinary addictive nature.

We believe that Sid Meier’s Civilization IV lives up to the quality of its predecessors. Herein you'll find greatly-enhanced graphics and sound, new technologies, units and other game elements, improved multiplayer capacity, and increased “moddability” (gamer modifications).We hope you enjoy it!

NEW PLAYERS:

WELCOME TO CIVILIZATION IV!

In Civilization IV, you start with a tiny group of settlers in the middle of a vast and unexplored world. From these humble beginnings you will build a new city, creating workers to improve the land, scouts to explore the world, settlers to build new cities, and warriors to protect what's yours.

Soon you will meet other civilizations. Some you will coexist with peacefully, trading goods, wealth, and even new advancements in technology. Others you will fight – perhaps to the death!

A game of Civilization IV can span the entirety of human history. You begin at the dawn of the Stone Age, your people primitive hunter-gatherers armed with stone weapons and clad in the skins of animals, on the verge of extinction from starvation, animal attack, or from the encroachment of hostile tribes. It's your job to see to it that they prosper and grow: expand their territory, build and mold mighty cities, discover new

technologies, found religions, dominate their neighbors, and so forth.

Under your guidance your citizens will learn how to construct tools and weapons of bronze and how to domesticate wild animals. They'll learn how to read and write, how to sail on the oceans, how to harvest metals from beneath the earth. Your cities will begin to expand, filled with barracks, libraries and temples.

Eventually your people will discover the compass, the printing press, and gunpowder. Their railroads will cross the country, while their mighty frigates dominate the world's oceans. Eventually their military will battle with their neighbors not with muskets and cannon, but with rifles, artillery, bombers and battleships - and perhaps someday with tanks, stealth bombers and nukes! By game's end they'll have achieved all of the wonders of the 21st century – and more!

If they survive, that is. And that's up to you.

In fact, pretty much everything is up to you. Civilization IV is a game of choices.There are always decisions to be made, ranging from grand strategy to day-to-day city-management. And they’re all important. That’s one explanation for the game’s addictive quality.You are in charge – not the computer.Your civilization rises or falls according to your wisdom or folly.

It’s good to be ruler!

Good luck, and enjoy.

FANS OF PREVIOUS CIVILIZATION TITLES: WELCOME TO CIVILIZATION IV

We’ve made a lot of changes in this version of Civilization. In addition to the dramatic improvements to the game's audio and graphic components, we have added many cool new technologies, units, buildings and wonders.We have improved and expanded the ways you control your cities and government.We have streamlined or removed many time-consuming elements of the previous games, especially in less enjoyable areas like pollution control and civil disorder.

4

5

We have greatly enhanced Civilization IV’s multiplayer capacity by adding many new gameplay options and vastly improving game stability and connectivity. We have programmed the game using XML (Extensible Markup Language) and Python (a scripting language), which allows for much easier game modification.

The best way to find out what we’ve done to improve Civilization IV is, of course, to play it. But if you dislike surprises, you can check out the “Comparisons with Previous Civilization Games” section of the Civilization IV web site, at www.CivIV.com

ABOUT THIS MANUAL

This manual will tell you everything you need to know in order to enjoy Civilization IV.The manual is divided into four sections: In the Beginning, The Basics, Advanced Rules, and Appendices, Charts, and Tables. The section you’re reading now, “In the Beginning,” introduces the game to you. “The Basics” contains everything you need to know to manage and mold your civilization during the first millennia or so. “Advanced Rules” contains additional game rules, while the “Appendix” contains, well, the appendix.

Perhaps the best way to learn how to play Civilization IV is to go through the in-game tutorial, read “The Basics,” and then start playing.You can check out the “Advanced Rules” section later on, if you find that you need more information. Of course we know that many of you will dive into the game head-first, counting on your native intelligence and gaming experience to guide you, referring to this manual only as a last, desperate resort. Hey, go for it! It’s your game, after all. But be warned: the leaders of the other civilizations are tricky – especially at higher difficulties – and they know all the rules.

THE CIVILOPEDIA

The Civilopedia is accessible by pressing [F12] or by clicking the Help icon at the top right of the main screen.The “Civilopedia” is an incredibly helpful in-game resource. It con-

tains much of the information found in this manual, but organized for easy reference.The Civilopedia contains entries on virtually every item and concept in the game, and each entry contains hyperlinks to other related entries, which allows you to quickly navigate to the precise info you’re looking for.

The Civilopedia is accessible from the “Main Screen” or via “hotkey” (see later in this manual). Use it early and often – it will quickly make you a Civilization IV master!

SYSTEM REQUIREMENTS

MINIMUM SYSTEM REQUIREMENTS

1.2GHz Intel Pentium 4 or AMD Athlon processor or equivalent

256MB RAM

64 MB Video Card w/ Hardware T&L (GeForce 2/Radeon

7500 or better) DirectX7 compatible sound card

CD-ROM Drive

1.7GB of free hard drive space

DirectX9.0c (included)

RECOMMENDED SYSTEM REQUIREMENTS

1.8GHz Intel Pentium 4 or AMD Athlon processor or equivalent/better

512 MB RAM

128 MB Video Card w/ DirectX 8 support (pixel and vertex shaders)

DirectX7 compatible sound card

CD-ROM Drive

1.7GB of free hard drive space

DirectX9.0c (included)

SUPPORTED OPERATING SYSTEMS

Windows 2000 (plus Service Pack 1 or higher), Windows XP (Home or Professional) (plus Service Pack 1 or higher)

6

7

INSTALLATION

Insert your Sid Meier’s Civilization IV Disc 1 CD-ROM (or DVD ROM, no disc number) into your drive. On the setup screen, [Click] Express Install for a default installation without further prompting. Advanced users can choose Custom Install to customize the installation path.

THE TUTORIAL

Civilization IV is a big game. To ease the learning curve, we have provided a tutorial to teach you the basics of controlling your empire.We seriously suggest that you check it out, especially if you’re new to the world of Civilization.

WHAT’S IN THE TUTORIAL

The tutorial is designed to teach the novice to play Civilization IV.The tutorial describes the interface, explains the basic concepts in the game, and shows you what you need to do to win. You’ll learn how to manipulate your forces and your cities, and you’ll get some strategy tips as well.

HOW TO START THE TUTORIAL

You must first install Civilization IV onto your computer as described in the previous section. Once the game is installed, follow the instructions in “Starting a Game” (the next chapter), until you reach the Main Menu. One of the buttons on the Main Menu says,“Tutorial.” Click on this button to begin.

STARTING A GAME

To play Sid Meier’s Civilization IV you must first install the game on your computer’s hard drive. See page 8 for installation instructions. Once Civilization IV is installed, you are ready to play.

To begin a game, insert the Civilization IV Disc 2 CD or DVDROM into your computer’s CD-ROM or DVD-ROM drive. Then double-click on the Civilization IV icon on your desktop, or navigate to the folder where you installed the game and double-click on the program, which is titled “Civilization4.exe”. The game should begin immediately. If it does not do so, see the “Tech Support” section of this manual.

THE MAIN MENU

Once the opening sequence is complete, you will be at the Main Menu screen. This screen gives you the following options:

8

9

Tutorial: Click on this button to begin the Civilization IV tutorial. See the previous chapter for details on the tutorial.

Single Player: Click on this button to begin a standard “solo” game of Civilization IV – just you against the computer. Click here also to resume a saved single-player game. Upon clicking here you are taken to the “Single Player Game Menu.” See below for details.

Multiplayer: Click on this button to begin a “multiplayer” game of Civilization IV. In a multiplayer game, you play against one or more human players.You may do so by taking turns at one computer, or against others sharing a LAN (local area network), by email, or over the Internet.

Multiplayer gaming can be incredibly fun. However, it can also be incredibly cutthroat and high-pressure.We recommend that new players play solo against the computer a few times before venturing into multiplayer gaming.

Game experience may change during online play.

Upon clicking on the “Multiplayer” button you are taken to the “Multiplayer Game Menu.” See the “Multiplayer Games” section of this manual for details.

Hall of Fame: Takes you to the Civilization IV Hall of Fame. Soon your own exploits will be recorded here!

Advanced Menu: Takes you to the “Advanced Menu.” See following.

Exit Game: Click here to exit the program and return to your desktop.

THE SINGLE PLAYER GAME MENU

You come to this screen when you click on the “Single Player” button on the “Main Menu.”This screen contains the following buttons:

Play Now!: Click on this to begin a new single player game. Once you do so you will begin the “Game Options” sequence, where you will design the world in which you will play. See “Game Setup,” below.

Load Game: Click this button to load a previously-saved

game of Civilization IV. See “Saving and Loading a Game” for details.

Custom Game: Click here to “customize” your game. See the section on “Custom Games” in the Advanced section of this manual for details.

Scenario: Click here to load a Civilization IV scenario. Scenarios are pre-created situations designed to present new and interesting challenges. A scenario might allow you to play on a realistic map of Earth, for example. Or it might show the Mediterranean basin and limit civilizations, technologies and units to those that actually existed during the period of the Roman Empire.

You can download scenarios from the official Civilization IV website or other fan sites. Eventually you may even create your own scenarios and share them online for others to download and enjoy!

Check for Updates: This verifies that you are running the most up-to-date version of Civilization IV and, if not, downloads and installs available patches. (This requires that you be connected to the Internet.)

Go Back: Click on this to return to the Main Menu.

THE ADVANCED MENU

You get to this menu from the Main Menu (see above). The Advanced Menu contains the following:

About this Build:View version information about the game. This is useful when looking for technical support on

Civilization IV.

Load a Mod: Load a “module” – pre-designed scenario – for Civilization IV. See “Modules,” page 174, for details.

Options: Go to the Options Menu. (See “Options,” page 168.)

Movies: Click here to go to the “Movies Menu,” where you can view the animated movies to be found in Civilization IV.

Check for Updates: Click here to find out if any Civilization IV updates have been released. (You must be connected to the Internet to use this option.)

10

11

Visit Civilization IV Web Site: Click here to visit the

Civilization IV web site, where you’ll find a lot of Civ-related news, updates, scenarios, and more. (You must be connected to the Internet to use this option.)

Credits: Click here to roll the credits for this game.

Go Back: Click here to return to the Main Menu.

GAME SETUP

Once you click on the “Play Now” button on the “Single Player Game Menu” (see above), you begin the process of creating the world your people will inhabit.There are several steps to this process:

Select a Map

There are many world templates available to play upon. Each creates a different kind of landscape. The “Continents” template, for instance, creates a world with a number of sizable continents, not unlike the planet we occupy. Pangaea, on the other hand, creates a world with a single, massive continent surrounded by endless water. (Note:While each template generates specific types of worlds when chosen, each individual world created will be different from game to game.)

When you click on a template, an image of a sample world will appear on the screen next to the menu. This does not display the actual world that you will be playing on, of course.

WORLD TYPES

Worlds may be of one of the following types:

“Terran” Worlds are very similar in layout to Earth.

“Continental” Worlds are multiple landmasses separated by oceans.

“Archipelago” Worlds consist of many small areas of land completely isolated by the surrounding oceans.

“Pangea” Worlds contain one giant landmass.

“Ice Age” creates a world in which every civilization involved must make the best use of its available resources in slightly rough terrain.

“Oasis”Worlds include a vast desert dotted by oases and surrounded by jungle.

“Lake”Worlds consist of one large landmass containing many lakes.

“New World” Most civilizations start out on a single land mass. To the east or perhaps west lies an uncharted new continent.

WORLD SIZE

After you have selected a map-type, you next choose the size world on which you will play.World sizes run from “Duel” to “Huge.”

The size of the world will have important effects on the game. For one thing, it limits the number of civilizations that will be in the world. A “Duel”-sized world can hold up to three civilizations, for example, while a “Standard” can hold eight, and a “Huge” world a whopping twelve civilizations.

As a general rule, the larger the world, the longer the game will take to complete. Civilizations will be larger and thus take more effort to conquer. A larger world generally means that there are more units and cities in play, and this means that each turn will take longer to complete. It may be fun to conquer a huge world, but it may also be a big time commitment.

We recommend that for your first few games you stick with “Standard”-sized maps or smaller.

Once you have selected a world size, click “OK” to proceed. Or click “Go Back” to return to the “Select a Map” screen.

CLIMATE

The world’s climate affects the type of “terrain” in the game. There are five different climates to choose from:

Temperate: The world will have about the same climate as our world does.There will be a mixture of plains, forest, desert, jungle and tundra.This is a good climate to start with.

12

13

Tropical: The world will be warmer than our world. It will have more jungles and less tundra.

Arid: The world will be quite dry. It will have few rivers and lakes and more deserts.

Rocky: The world will be covered with lots of hills and mountains, rich in metal resources but perhaps poor in good places to plant crops.

Cold: The world will be cold, perhaps having recently emerged from an Ice Age. There will be more ice and tundra and fewer deserts and jungles.

Once you have selected a climate, click “OK” to proceed. Or click “Go Back” to return to the “World Size” screen.

SEA LEVEL

There are three possible sea levels to choose from.A “Low” sea level indicates that the world will have larger continents and smaller oceans.“Average” indicates that the ocean to continent ratio will be comparable to our world. A “High” level means that you are creating a world with larger oceans and smaller land masses.

Once you have selected a sea level, click “OK” to proceed, or click “Go Back” to return to the “Climate” screen.

DIFFICULTY

The difficulty level you choose has a number of subtle but important effects on play. We’ll discuss this more in the “Advanced” section of the manual; for now suffice it to say that at easier difficulties you build cities and units faster and the AI civilizations builds them slower, while at higher difficulties you build them slower and the AIs faster.

Important: The game gives you useful play tips at “Settler” difficulty – the easiest level.You should consider playing at this difficulty for your first several games.

Once you have chosen a difficulty level, click “OK” to proceed, or “Go Back” to return to the “Sea Level” screen.

GAME SPEED

The “Game Speed” determines how many turns it takes to

construct units, buildings and wonders, how many it takes to research technologies, build “improvements” and so forth. These settings let you experience the full epic sweep of time inherent in Civ while allowing you to customize the game based on how much time you have available and other preferences. Game Speed DOES NOT have any effect upon the amount of time you have to complete a turn – you always have as much time as you want in a single-player game.

There are three game speeds to choose from:

Epic: It takes a longer number of turns to construct, research, and improve.

Normal: It takes an average number of turns to construct, research, and improve. (We recommend this for your first several games.)

Quick: It takes fewer turns to construct, research, and improve.

Once you have chosen a game speed, click “OK” to proceed, or “Go Back” to return to the “Difficulty” screen.

CIVILIZATION AND LEADER

On this screen you pick the civilization you want to play. Or you can pick “Random” and let the Fates decide. Some civilizations have more than one leader to pick from: if you choose a civilization with multiple leaders you’ll then need to choose which leader you want to portray.

There are eighteen civilizations and 26 leaders to choose from. Each civilization has its own unique unit and each leader has two specialties allowing him or her to excel in certain areas within the game. These are described in the “Advanced” section of the manual. You should definitely check them out at some point, but for your first few games you might just want to pick civilizations and leaders that you find particularly cool.

Once you have chosen a civilization and leader, click “OK” to launch the game. Or click “Go Back” to return to the “Game Speed” screen.

14

15

THE CIVILIZATION IV

WEB SITE

WHERE TO FIND IT

www.CivIV.com

WHAT IT OFFERS

The Civilization IV website is a valuable resource for detailed game features and tips, information on the various civilizations in the game, developer blogs, community details and much more. The website also serves as a central destination for the most popular mods and scenarios available for you to download, opening up the world of Civilization beyond the box.Also check the website for the latest news, patches and information about future Civilization products.

SAVING AND LOADING

A GAME

It’s easy to save and load games in Civilization IV.You can do so at any point during the game.

SAVING A GAME

To save a game, get rid of any menus that are waiting for a response from you (the “City Build” menu, for instance) and then hit [Ctrl-s]. This will bring up the “Save Game” screen. (Alternatively, hit [Esc] and then click on “Save Game.”)

Save Game Screen

Press [OK] to save the game in the default location with the default name. You can rename the save if you wish: to do so simply type in the new name.You can also save the file in a different location; use the navigation box on the left-hand side of the Save Game screen to navigate to the place where you want to save the file. Once at the correct location, click [OK] to save the game. The game will be saved and you will return to the Main screen.

LOADING A GAME

At the Start of the Game

Click “Load Game” rather than “Play Now” during the gamecreation sequence (see “Starting a Game” on page 9).This will bring up the “Load Game” screen.

16

17

Games PC SID MEIER S-CIVILIZATION IV User Manual

During Play

Once again, get rid of any menus waiting for a response from you, and then type [Ctrl-l]. (Alternatively, hit [Esc] and then click on “Load Game.”) This will bring up the “Load Game” screen.

Load Game Screen

Once on the Load Game screen, click on the name of the game you wish to load and then click [OK]. Or, if you saved the game in a different location, navigate to the correct folder, click on the game, and then click [OK]. The game will load and you’ll resume play at the point where you saved the game.

Saved Game Locations

Games are saved in two locations: single games are saved in “My Documents\My Games\Sid Meiers Civilization 4\Saves\single;” multiplayer are saved in “My Documents\My Games\Sid Meiers Civilization 4\Saves\multi.” The “single” and “multi” folders will contain sub-folders holding the special “auto” and “quick” saves.

SPECIAL SAVES

Auto-Save

The program automatically saves the game every four turns.To load an auto-saved game, bring up the “Load Game” screen and then use the navigation box to open the appropriate “auto” folder (see box). Once you’re in the correct folder, click on the name of the game you want to load, and then click [OK].

Quick Save

One other save/load option is available to you: “Quick Save,” which is particularly useful when you’re in a hurry.Type [ShiftF5] to “Quick Save” your game. The game will be automatically saved without requiring further input from you. Only one game can be quick-saved at a time: a future quick-save will overwrite the current one.

Type [Shift-F8] to load the quick-saved game.

18

19

Chapter 2

THE BASICS

21

INTRODUCTION

This section of the manual provides an overview of Sid Meier’s Civilization IV.This is all you need to get started; look this section over and then start playing.Then check out the “Advanced Rules” section if you’re seeking more in-depth info.

Don’t forget about the in-game online “Civilopedia,” either! That is loaded with lots of very useful info. See page 6 for more details on the Civilopedia.

CIVILIZATIONTURNIV

STRUCTURE

OVERVIEW

Civilization IV can be played in several different turn formats. The standard single-player game is “turn based” (see below), while multiplayer games can be played in one of two ways.

TURN BASED GAMES

A solo game of Civilization IV is “turn based:” you take your turn – move your units, conduct diplomacy, build and manage your cities, and so forth – then each of your opponents take their turns, then you take another turn, and so on until somebody wins. (In other words, you play it just like chess or Risk.) You can take as long as you want to complete your turn.

Multiplayer games can be played this way, as well. However in a multiplayer game you can use a “Turn Timer” to limit the amount of time each player has to make his move. (See the advanced section on “Multiplayer Games,” page 172, for more information.)

SIMULTANEOUS TURNS GAMES

During a simultaneous turn game (available only during multiplayer games), you and your opponents take your turns simultaneously. Everybody moves units, manipulates cities, conducts diplomacy and so forth at the same time. When everybody’s done everything they want to do, the turn ends and another begins.You can use a “Turn Timer” when playing simultaneous games, as well.

THE INTERFACE

OVERVIEW

In Civilization IV, we have strived to create an interface that is attractive and easy to use. We have followed standard gaming conventions – right-click to move a unit, action icons for active units, and so forth – where possible, hopefully making the game easy for experienced gamers to pick up, but we have also been willing to break conventions when necessary.

Tech

 

Research

Change

 

 

 

 

 

 

 

 

 

Civilopedia

Investment

 

 

 

 

 

 

 

 

 

 

 

Civics

 

 

 

 

 

 

 

 

 

 

Percentage

 

 

 

Bar

Button

 

 

 

 

 

 

 

 

 

Button

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Main Map

 

 

Date

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Advisor

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Buttons

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Current

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Score

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

List

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

List of

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Discovered

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Civs (click

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

name to enter

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

diplomacy)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

End Turn

 

 

 

Mini

 

 

Details Box

Unit Action

Button

 

 

 

Map

 

 

 

 

 

 

Box

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Your

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Banner

22

23

THE MAIN SCREEN

During a game of Civilization IV, you will spend most of your time on the Main Screen. It is here that you move your units, build cities and improvements, launch attacks against your neighbors, and so forth. The Main Screen has the following elements:

Main Map

This is where the action takes place.The Main Map displays all of your “Known World” – therein you can see your cities, terrain, improvements, resources and units, and all neutral/foreign lands that are “visible” to you.

NAVIGATING THE MAIN MAP

There are a number of ways that you can change your point of view on the Main Map:

Zoom In and Zoom Out: Use your mouse wheel or press [PageUp] and [PageDown] to zoom in and out on the Main Map.

Scroll: Move your cursor to the edge of the screen to scroll the Main Map in that direction.

Re-Center: Click on a space on the Main Map to center the Main Map on that space.

Change Viewing Angle: Press [Crtl-left arrow] and [Ctrlright arrow] to change your viewing angle by 45 degrees.

Auto-Center Upon Unit Activation: When a unit becomes “active” during your turn the Main Map automatically centers upon that unit.

Manually Center Upon Active Unit: press [c] to center on the current active unit (sometimes necessary after scrolling around during your turn).

Mini Map: Click on a space on the Mini Map to center the Main Map’s view on that space.

 

Show Titles

Yields Display

Scores

 

 

 

Resource

Display

Ping

Bare Map

 

Display

 

 

 

 

 

Mini Map

Mini Map

The Mini-Map is a much smaller representation of the world. As described above, you can re-center the Main Map by clicking on a location in the Mini Map.

BUTTONS ATOP THE MINI-MAP

There are a number of buttons along the top edge of the Mini Map; these allow you to manipulate what is displayed on the Main Map. These buttons “toggle” – click once to turn on a display, click again to turn it off.

Ping: This function is useful only during multiplayer games. It allows you to mark a location on the map that is visible only to players on your team. (See the section on Multiplayer Games for more details.)

Show Tiles: This places a visible grid atop the tiles on the Main Map.

Bare Map: This hides all units on the Main Map.

Yields Display: This displays the commerce, food and production “yields” of each tile.

24

25

Resource Display: This highlights all “resources” on the Main Map.

Scores Display: This hides/reveals the scores display which is atop the Mini Map.

Your Banner

This displays your civilization’s war banner. Roll your cursor atop your banner to see details about your civilization and your leader. Click on the banner to open your civilization’s capital city.

End Turn Button

Click on this button to end your current turn.

Unit Action Box

When a unit is “active,” this displays its available “action icons” (see “Units,” page 32). Roll your cursor over an action icon to learn more about it; click on an icon to order the unit to perform the action.

Details Box

The “Details Box” displays information about the currently active unit.

Tech Investment Percentage

This displays how much of your civilization’s income is presently invested in researching new technologies. Click on the “+” (plus) symbol to raise that percentage; click on the “-” (minus) symbol to lower that percentage.

Culture Investment Percentage (Not Visible)

The Culture Investment Percentage appears when you learn the “Drama” technology. It allows you to dedicate income to culture, as the Tech Investment Percentage button (above) allows you to invest in research. Note that the two investments cannot exceed 100% – if you’re investing 70% of your income in technology, you can invest a maximum of 30% in culture. Each 10% invested in culture will add one “happy face” to your cities.

Research Bar

The Research Bar shows what technology you are currently researching and how many turns until research is completed. [Left-click] on the bar to open the available research list and then right-click on an icon to open the “Technology Tree.” (See “Technology” on page 65.)

Date

This shows the current turn date. Note that the amount of time that passes each turn changes over the course of the game. Early turns consume as many as 40 years, while later turns consume five years or fewer.

Civilopedia Button

Click on this button to access the online “Civilopedia” (see the “Civilopedia” section of this manual on page 6).

Advisor Buttons

These buttons allow you to access the various advisor and information screens which help you manage your growing empire:

Domestic Advisor

Finance Advisor

Civic Advisor

Foreign Advisor

Military Advisor

Technology Tree

Religion Advisor

Victory Screen

Palace Screen

Current Score List

This list shows the names and scores of all leaders currently known to you. Click on a name to open diplomatic discussions (or declare war) with that leader.

26

27

THE KEYBOARD

The keyboard contains a number of “shortcut keys” which allow you to perform various functions at the stroke of a button (or buttons). If your keyboard is equipped with a number pad, even better. The number pad controls unit movement, among other things. See the “Shortcut Keys” diagram for a list of all keyboard controls and shortcuts.

Conventions

KEYBOARD

This Sid Meier’s Civilization IV manual uses the following conventions to indicate keystrokes:

[s] or [S]

press “s”

[Shift-S]

press “Shift” and “S”buttons simultaneously

[Ctrl + t]

press the “Control” button and “t” simultaneously.

[Num 5] press the “5” on the keyboard’s number pad.

[Num Ins]

press the Insert (or “0”) key on the number pad.

MOUSE

This manual uses the following conventions to indicate mouse actions:

[Rollover]

move your cursor atop the indicated item on the

 

game screen.

[Left-Click]

place your cursor on the indicated spot and press

 

and then release your left mouse button.

[Right-Click]

place your cursor on the indicated spot and press

 

and then release your right mouse button.

[Drag Left-Click]

place your cursor at the indicated spot and press

 

and hold the left mouse button. While pressing

 

the button, drag the cursor to the appropriate

 

location.

[Double Left-Click] place cursor at the indicated spot and then press/release your left mouse button twice.

THE MOUSE

Sid Meier’s Civilization IV plays best when you use a combination of keystrokes and mouse-clicks to control the game. We highly recommend that you use a mouse with two buttons and a scrolling wheel when playing.

THE CIVILOPEDIA

As described earlier in the manual, Sid Meier’s Civilization IV contains an online database called the “Civilopedia.”This contains a lot of useful information about the game. To reach the Civilopedia, [Left-Click] on the “?” (question-mark) icon on

the Main Screen, or press

.

TERRAIN

OVERVIEW

In Civilization IV, the world is made up of land and sea “tiles” (also known as “squares”or “plots”). Press the “Toggle Show Tiles” button atop the Mini Map (see page 25) to make this clearer. Each square has a number of classifications, including height, terrain type, features, resources, and bordering. Thus you might have a jungle square atop a hill adjacent to a river with the ivory (elephant) resource, or a simple grassland square, or anything in-between.

These elements help determine the usefulness of the square as a place to build a city, as well as how easy or difficult it is to move through the square. And a square’s terrain may have important effects on any combat taking place there.

[Rollover] a square to see what kind it is: info about that square will appear above the “Unit Info” box.

LAND OR SEA

All squares are either land or sea squares. Sea units cannot enter land spaces (except for coastal cities), and land units cannot enter sea squares, unless they are carried aboard “transport vessels” (see page 124). Some air units can enter both land and sea squares. (See “Air Units” on page 128.)

28

29

TERRAIN CHARACTERISTICS

Each square has a number of characteristics:

Movement Point (mp) Cost: This determines how quickly units can move in that square. A square’s mp cost will be 1, 2, or Imp (impassable).

Defensive Bonus: These are combat bonuses many units receive when they are attacked while in a space.Terrain defensive bonuses run from 0 to 75%.

Productivity: Productivity determines how useful a space is to a city built on or near to that space.A space’s productivity is measured in three separate categories, each of which will have a value of 0 to 3.

Commerce: How much wealth the space provides.

Productivity: How much raw materials (used to create buildings and units) the space provides.

Food: How much food the space provides.

Commerce Food Productivity

Health: How much “health” a city will receive if it is built on that space. A space may have a health rating of 0 (normal) or +2 (adjacent to fresh water).

Resources: A space may provide a special “resource” such as rice, spices, or iron. Note that you may need knowledge of special technologies to utilize (or even see!) certain resources.

(See “Resources” below for more details on resources.)

PEAKS

Peaks are tall mountains. Peaks are impassable: units cannot move into peaks, and cities cannot draw production from them.

RIVERS

Rivers run alongside land squares, not in them. Crossing a river negates the movement benefit of roads until the discovery of “Construction” (see “Roads,” page 71). Rivers also reduce an attacker’s combat strength when the target is on the other side of the river. Rivers improve adjacent squares’ health and commerce as well. Finally, rivers can be used as part of your “trade network” (see page 72).

SEA SQUARES

There are two different kinds of sea squares: ocean and coast. Some naval units must stay in coastal squares and cannot enter ocean squares, while other units can move freely through both. Land units cannot enter sea squares – ocean or coast.

RESOURCES

The land and sea are filled with various “resources” that can aid in a civilization’s growth and development. During a game, you will want to build your cities near to resources so that they can take advantage of the resources’ bonuses. In order for a civilization to utilize a resource, a “worker” must build an improvement on it – for instance, the gold resource requires construction of a mine. A city will get the benefits of an improved resource if that resource is within the city’s “city radius.” If not, the improved resource must be connected to the city by a “transport network” of roads, rivers and coastlines for that city to gain its benefits.

Some resources are visible at the start of a game, while others won’t become visible until your civilization has mastered the appropriate technology. The iron resource, for instance, isn’t visible until your civilization has learned the “Ironworking” technology.

See “Advanced Resources” for a full list of resources.

TERRAIN EFFECTS

Terrain effects are more fully described in the “Advanced Terrain” portion of this manual. However, the easiest way to learn about terrain is to [Rollover] your cursor on various spaces on the Main Map.

30

31

UNITS

OVERVIEW

In Civilization IV, the term “unit” refers to anything that can move around the map.There are a number of different types of units in play – military units, workers, settlers, missionaries and so forth – with military units forming the bulk of them.At the start of the game, you’ll probably have two units: a settler and a warrior or scout.

UNIT CATEGORIES, STATISTICS AND ABILITIES

In Civilization IV, units are divided into several categories. These include “melee units,” “mounted units,” “air units,” and the like. In addition, all units have two basic statistics (or “stats”): movement speed and combat strength. Many units have one or more special abilities, as well.You can find out a unit’s classification, stats and abilities by [Rolling Over] the unit or by checking it out in the Civilopedia.

UNIT CATEGORIES

Units are grouped into 11 different categories. During the early part of the game you are likely to run into the first seven. The categories are:

Civilian (Non-Combat) Units: settlers, workers, work boats, etc.

Recon Units: scouts, explorers, etc.

Archery Units: archers, longbowmen, crossbowmen, etc.

Mounted Units: chariots, horsemen, war elephants, etc.

Melee Units: warriors, axemen, spearmen, swordsmen, etc.

Siege Weapons: Catapults, cannon, etc.

Naval Units:Work boats, galleys, caravels, ironclads, carriers, etc.

Gunpowder Units: Musketmen, riflemen, infantry, etc.

Armored Units: Tanks, panzers, modern armor.

Air Units: Fighters, bombers, etc.

Helicopter Units: Gunships.

32

MOVEMENT SPEED

A unit’s movement speed determines how quickly the unit can move around the map. Movement speeds range from 1 to 8 (though early units most often have movements of 1 or 2).

Air units have special rules governing their movement. See the “Air Units” section (page 128) for details.

COMBAT STRENGTH

A unit’s combat strength determines how tough the unit is when fighting an enemy unit. Early unit combat strengths range from 1 to 6, while modern units have strengths of up to 40.

Some units have combat strengths of 0, which indicates that the unit cannot fight or has special rules governing its combat. See later sections for more details.

UNIT ABILITIES

As discussed above, many units have special abilities in addition to movement and combat. Military units most often have com- bat-related abilities – bonuses when attacking specific kinds of units or when defending in specific terrain, for instance. Once again, check the unit’s entry in the Civilopedia or [roll over] a unit to see its special abilities.

EARLY UNIT CATEGORIES, STATS AND ABILITIES

Following are the units you are most likely to possess and/or run into during the early turns in a game:

WARRIOR

Melee Unit, Strength 2, Movement 1

Special Abilities: None.

ARCHER

Archery Unit, Strength 3, Movement 1

Special Abilities:

 

1 First Strike:When attacked, the archer

 

has a chance to damage the attacker before the

 

attacker can do any damage.This is negated if

 

the other combatant has first strike as well.

33

+50% City Defense:When attacked while in a city, the archer’s current strength is increased by 50%. A fully healthy archer’s base defensive strength in a city would be 4.5.

+25% Hills Defense:When attacked while atop a hill, the archer’s current strength is increased by 25%.

SPEARMAN

Melee Unit, Strength 4, Movement 1

Special Abilities:

+100% versus Mounted Units:When in battle against mounted units (horsemen, chariots, elephants, etc.), the Spearman’s current base strength is doubled from 4 to 8.

AXEMAN

Melee Unit, Strength 5, Movement 1

Special Abilities:

+50% versus Melee Units:When in battle against melee units (warriors, spearmen, axemen, and so forth), the axeman’s strength is increased by half.

CHARIOT

Mounted Unit, Strength 4, Movement 2

Special Abilities:

20% Chance of Withdrawing from Attack: When a chariot makes an unsuccessful attack, there’s a 20% chance that it will cease the attack before it is destroyed.

Doesn’t Receive Defensive Bonuses: Receives no bonuses for defending in good defensive terrain or in cities. Cannot “fortify” (see below).

SCOUT

Recon Unit, Strength 1, Movement 2

Special Abilities:

Better Results from Tribal Villages: Scouts will not rouse “angry villagers” when they enter tribal villages (see below).

+100% versus Animals: Scouts’ combat strength is doubled when fighting animals.

Can Only Defend: Scouts cannot attack other units.

SETTLER

Civilian Unit, Strength 0, Movement 2

Special Abilities:

Can Build a City:This unit can build a new city. See “Building Cities,” page 45, for details.

WORKER

Civilian Unit, Strength 0, Movement 2

Special Abilities:

Can Build Improvements:This unit can build farms, mines, roads, and so forth. See “Workers,” page 71, for details.

WORK BOAT

Civilian Naval Unit, Strength 0, Movement 2

Special Abilities:

Can Build Sea Improvements:This unit can build fishing boats, whaling boats, offshore platforms. See “Work Boats,” page 76, for details.

ACTIVATING UNITS

A unit must be “active” to do anything. An active unit is indicated by a blinking cursor at the unit’s feet. During your turn, the computer will activate each unit one by one, until all of your units have been given orders. However, the computer will not activate units that are “fortified,”“asleep,” or in the middle of carrying out previous orders – such as “explore,” “heal,” or

34

35

“go to.” See below for descriptions of these and other orders. Once a unit has used up all of its movement points it can do nothing else during that turn.

You can also activate any unit by clicking on it, even if that unit is in the middle of carrying out other orders. If one unit is active, you can click on another and it will become active; you can then return to the previously-activated unit later.

MOVING YOUR UNITS

During play you’ll spend a lot of time moving your units around the map.You’ll send units out to explore the unknown world; you’ll send military units off to conquer enemy cities; you’ll send out settlers to build cities and claim more terrain for your civilization, and you’ll use your workers to improve the land around your new cities.

Where You Can Move Your Units

Your land units can move onto any land space (except for peaks). Land units cannot move into coastal and ocean squares (see “Terrain,” page 29).

Note to Veteran Players: Unlike prior Civilization games, you may move onto the same space as a unit from another civilization without declaring war.When you do so a popup will appear asking if you want to attack the other unit or just move peacefully into the space. (If you’re at war with the unit’s civ already, you automatically attack the unit when you move into its space.)

How to Move Your Units

To move a unit you must make sure that it is “active” (see above) and it cannot have used up all of its movement points that turn. You can move an active unit with your mouse or your keyboard.

MOVING A UNIT WITH YOUR MOUSE

[Right-Click] on the space that you want the active unit to move to.The unit will figure out the fastest route to that space and then proceed on its way. If the unit reaches the target space and still has movement points remaining, it will remain active and await further orders.

If the unit cannot reach the target space in one turn, it will go as far as it can. During subsequent turns it will continue to move on its own until it reaches the target. If the unit cannot find a path to its target space, it will cease movement and await further orders.You can also interrupt a unit’s journey by activating the unit and giving it new orders.

MOVING A UNIT WITH YOUR KEYBOARD

You can direct an active unit’s movement with the keyboard.The number pad is pre-configured to move units: see the diagram. You can only move a unit one space at a time with the keyboard.

789 456 123

Cultural Borders and Movement

When civilizations construct cities (see below), they gain control of the areas surrounding the cities. The bigger and more cultured the city, the larger area it dominates. Land under a civ’s domination is said to be within its “cultural borders.”

A unit cannot cross another civ’s cultural borders unless the civs have the “Open Borders” diplomatic agreement (see page 103). Otherwise, such movement is an act of war. If you order a unit to cross a cultural border, a pop up will appear asking if you want to declare war on that civ. If you say “no,” your movement orders are canceled. If a unit occupies a space that becomes part of another civ’s cultural borders, the unit will be displaced to the closest friendly or neutral space – unless the two civs are at war or have the Open Borders agreement.

If you’re at war with another civilization, your units will not get the movement benefits of that civilization’s road (and later, rail) network. If you have an Open Borders agreement with the other civ, your units will be able to use that civ’s road/rail net.

UNIT ACTIONS

In addition to moving and attacking, many units can perform special “actions” during their turn. If an active unit is eligible

36

37

to perform special actions, “action icons” appear in the “Unit Action Box” on the Main Screen.

[Rollover] an action icon to see what it does. Below is a list of the military unit actions you’re likely to run into in the early stages of the game. (Worker and Settler actions appear in later sections.)

Flashing Action Icons

If an action icon is flashing, the computer is telling you that action is particularly useful. For example, the “fortify” action will flash if an archer is in an empty city. (But remember that the computer doesn’t know about your strategic situation – that archer may very well be more needed elsewhere.)

Early Unit Action List

Remember that not all units can perform all of the listed actions. If a unit can perform an action, that action will appear in the “Action Box” on the Main Screen.

Delete the Unit: Remove the unit from play.

Go To Mode: Order the unit to move to a square.

All Units Go To: Order all units in the square to move to a square.

All Units of the Same Type Go To: Order all units of the same type in the square to move to a square.

Explore: Order the unit to explore unexplored portions of the map.The unit will stop exploring when it can no longer reach any unexplored spaces.

Skip Turn: Order the unit to do nothing for the remainder of the current turn.

Fortify: The unit “digs in” to better resist attack.The unit gains a 5% defensive bonus per turn, to a maximum bonus of 25%. The unit will remain fortified

until you give it new orders. (Some units – notably mounted units – cannot fortify.)

Sleep: The unit goes inactive. It remains where it is until you activate it.This action is used by units that are ineligible for the “fortify” action.

Sentry: The unit remains inactive until an enemy unit enters an adjacent square.

Pillage: The unit destroys an improvement in the space it occupies. If there is more than one improvement in the space, the unit will destroy the most valu-

able. (In other words it would take two actions to destroy both a farm and a road in a space.)

Promotions: If a unit has earned a promotion, icons for all available promotions will appear in the unit’s action box. See “Promotions” for more details.

Fortify/Sleep Until Healed: An injured unit will fortify or sleep until it has regained all of its combat strength; then it will reactivate.

UNIT MAINTENANCE COSTS

Depending upon the size of your civilization and the civics you are employing, you may have to pay “maintenance costs” each turn to support some or all of your units. If you are running low on cash you may want to disband units to reduce this cost. Check out the “Financial Advisor” screen ([click] on the button on the Main Screen or press [F2]) to see how much your units are costing you.

COMBAT

There are several different kinds of combat in Civilization IV: standard combat, bombardment, and bombing. Bombing will not occur very early in the game; for now we’ll concentrate on standard combat and bombardment.

Standard combat occurs when a unit attempts to enter a space occupied by a hostile unit. When this occurs the computer compares the combat strengths of the two opponents (modi-

38

39

fied as appropriate for terrain and special abilities) and generates a result. If the defender is victorious, the attacker is destroyed and the defender remains where it was. If the attacker is victorious the defender is destroyed and if the space is now vacant of hostile units the attacker moves into it. Certain special abilities may allow for different outcomes; we’ll discuss these later.

HOSTILE UNITS

Units are considered “hostile” if their two civilizations are at war with each other. Otherwise, the units are neutral, and can occupy the same space without combat. Barbarian and animal units are always hostile to everybody.

HOW TO ATTACK

To attack another unit, order one of your units to enter its space. If that unit is hostile, combat will ensue immediately. If that unit is neutral, the program asks if you want to attack the unit or move peacefully into its space. If you choose to attack, you declare war on the unit’s civilization and fighting begins.

Note that some special rules come into effect if you are attacking a space containing more than one defending unit (see below).

Most Units Can Make Only One Attack per Turn

In general, units can make only one attack, per turn, even if the unit has movement points left after the first attack.The “Blitz” promotion (see page 137) allows a unit to make more than one attack in a single turn.

A unit can defend against any number of attacks in the same turn, as long as it survives.

DETERMINING THE ODDS

Basically, if an attacker and defender have the same (modified) combat strength at the start of a battle, each has an equal chance of winning the combat. If one unit has double the strength of the other, it has a 2-1 chance of obtaining victory. And so on.

However, as discussed, a variety of things might modify a unit’s strength during a combat. Here are some of the most important:

INJURY

When a unit takes damage in battle, its combat strength is reduced until that unit “heals” (see below).

FORTIFICATION

Some units can “fortify” – build temporary defenses such as trenches or light walls. A fortified unit gains a defensive bonus of 5% per turn it remains motionless, to a maximum bonus of 25%. A unit loses this bonus if it attacks or moves from its square.

FORT

If a unit occupies a space in which a worker has built the “fort” improvement, it gains a defensive bonus of 25%.

DEFENSIVE TERRAIN

Many units gain bonuses when they are attacked while occupying certain kinds of terrain. Melee, archer and recon units get a defensive bonus of 50% when defending in forest or jungle, for instance, while mounted and siege units do not.

CITY DEFENSES

Units defending inside cities may get defensive bonuses for a city’s fortifications or for its “cultural defensive bonus” (see “Cities,” page 45).

UNIT TYPE BONUSES

Some units receive bonuses when fighting specific unit types. For example, spearmen units receive a hefty +100% bonus when facing mounted units.

PROMOTIONS

A unit may have received one or more “promotions” (see below) which give it combat bonuses.

MULTIPLE UNIT COMBAT

If a unit is attacking a space containing more than one defender, the computer figures out which defending unit has the best odds of defeating the attacker, and then those two units fight it out.

40

41

Multiple Unit Combat Results

If the attacker loses the combat, that unit is destroyed as usual. If the attacker wins, the defender is destroyed. However, the attacker cannot occupy the defender’s space if other combat units still survive there. All defenders must be destroyed before the attacker can occupy the space.

SPECIAL UNITS

Certain units have special rules governing their combat.

Catapults – Bombards and Barrages

Catapults are “siege weapons.” Catapults have the special “bombard” attack which they can employ against enemy cities. In a bombardment, the catapult attacks the enemy’s defensive works, decreasing their effectiveness by 10% or more (the amount depending on the unit’s promotions). Bombardment attacks are always successful. A catapult cannot bombard an enemy city once its defenses have been reduced to zero. Bombardment never affects units inside the city.

Catapults can also engage in melee combat like other military units. Catapults have a special “barrage” ability, allowing them to damage more then one unit during an attack (if multiple units are in the defending space). Catapults can receive promotions allowing them to increase the collateral damage of their attacks.

Settlers and Workers in Combat

If an attacker moves into a space containing a worker, the worker is captured. If the attacker moves into a space containing a settler, the settler turns into a worker and is captured.

Invisible Units

Some units such as spies are invisible.They cannot be harmed in combat, even if an enemy unit moves into their space.

Air or Naval Units in Cities

If a ground unit attacks a city, any naval or air units in that city do not take part in the combat. If the city is captured, the naval and air units are destroyed.

Mounted Unit Withdrawal

Mounted units have a special “withdraw” ability which comes into play when a mounted unit attacks a non-mounted unit. If the mounted unit is losing the battle and is about to be destroyed, that unit has a small chance to “withdraw” from the unsuccessful battle, stopping the fight before it is destroyed. Note that mounted units can withdraw only when attacking: they cannot withdraw when defending.

COMBAT INJURIES

A unit which survives combat may have sustained “injuries” which temporarily lower the unit’s combat strength.The unit’s strength remains lowered until the unit “heals” the damage.

Recovering from Injuries

If an injured unit doesn’t move during a turn, it will heal a certain portion of the damage it has sustained. If a unit stays still long enough, it will eventually return to full strength.

The “Heal” Order

If you give an injured unit the “heal” order, the unit will fortify (or sleep) and remain where it is until it is fully healed.You can give the heal order by clicking on the action icon, or by typing [h] on the keyboard.

Recovery Speed

Units heal fastest when they are inside their cultural borders. The healing process is slowed somewhat if the unit is in neutral lands, and it is slowed even more if the unit occupies enemy territory.

MEDIC PROMOTIONS

Units who have received the “Medic” promotion heal 10% faster, as do other friendly units occupying the same space. (The more advanced “Medic II” promotion extends this benefit to units in adjacent spaces.)

PROMOTIONS

When a unit has gained a certain amount of experience in battle, it becomes eligible for “promotion.” Promotions give the unit special abilities, making the unit stronger, faster, or better

42

43

in some other way. Some promotions are available only to certain unit types; some require that the unit possess other promotions before they are available.

There’s no limit to the number of promotions a unit can receive.

EXPERIENCE POINTS

When a unit wins a battle, it gains one or more “experience points” (xps). A unit may begin the game with xps if it is constructed in a city containing a barracks, and certain “civics” (see page 82) will give new units xps as well. When the unit has accrued enough xps, it is eligible for promotion.

A unit receives the first promotion when it has 2 xps.The second requires 5 xps, the third 10, the fourth 17, and so on.

The Details Box displays how many xps the currently-active unit has, and how many are needed for the next promotion.

COMBAT EXPERIENCE POINTS

The amount of xps you get for winning a battle depends upon whether you’re attacking or defending and the relative strengths of the units involved. A unit gets twice as many xps for attacking as it does when defending. Further, if you defeat a stronger opponent you get more xps than you do for defeating a weaker opponent.

Note that units get NO xps for defeating non-combat units (like settlers and workers).

XP LIMITS WHEN FIGHTING BARBARIANS AND ANIMALS

Animals: A unit with five or more xps gets NO additional xps for defeating animals. A unit with four or fewer xps does get xps for defeating animals.

Barbarians: A unit with 10 or more xps gets NO additional xps for defeating barbarians.A unit with nine or fewer xps does get xps for defeating barbarians.

NON-COMBAT EXPERIENCE POINTS

The following are cumulative.

Barracks: Units start with 2 xps if constructed in cities with barracks.

Vassalage Civic: Units start with 2 xps if constructed by civilizations using the “Vassalage” legal civic.

Theocracy: Units start with 2 xps if constructed in a city with the state religion while the civilization is employing the “Theocracy” civic.

PICKING THE PROMOTION

When your unit is eligible for a promotion, the available promotions appear in the unit’s action buttons. Click on a button to acquire that promotion.

PROMOTIONS LIST

See page 136 for a complete list of promotions available to units.

CITIES

Cities are vital to your civilization’s success.They allow you to build units, buildings and wonders. They allow you to gain wealth and research new technologies.They allow you to dominate terrain. Cities are fairly complex entities, and a good deal of your time will be spent on their maintenance and management.You cannot win without powerful, well-situated cities.

BUILDING CITIES

Cities are built by settler units. If the settler is in a place where a city can be built (see next), the “build city” action will appear in the settler’s action box. Simply click on the action button and the settler will disappear, to be replaced by the new city. The program suggests a name for this city, or you can give it any name you want. (Once built, city names cannot be changed.)

WHERE TO BUILD CITIES

A city’s ultimate success or failure will depend greatly upon where it is constructed. Determining the best site is complex, and must take into account the availability of food, production, commerce and resources, your transportation network, and the

44

45

proximity to friendly cities as well as to potential enemies. Though cities are usually sited to expand one’s borders and to take the best advantage of local resources, a city may also be built for purely geopolitical reasons – to obstruct another civilization’s expansion, for instance.

Where You Can’t Build Cities

Cities cannot be constructed within two spaces of another city. Cities cannot be constructed in impassable spaces. Cities cannot be built in another civilization’s territory.

Tips for Finding Good City Sites

Consider building cities in the following locations:

Near resources.

On or near rivers.

On coastlines, especially on the mouths of rivers or near ocean resources.

• Near a variety of terrain types, including hills and grassland.

About 4 to 5 spaces away from your existing cities. This allows each city to access all spaces within their “city radius” (see below) with little or no overlap.

To obstruct other civilizations. Other civilizations’ units cannot pass through your territory without your permission. It’s often extremely useful to build cities to block their expansion.

YOUR CAPITAL CITY

The first city you construct becomes your civilization’s “capital” and the heart of your nation. The government of your nation is here, residing in the “Palace,” a special building that is built automatically when the capital city appears.

Corruption: The “Distance Penalty”

City governments tend towards corruption, and the problem grows worse the farther the city is from the capital city. This effect is called the “distance penalty” and it reduces a city’s commerce. Cities built near to the capital city suffer little from corruption, while distant cities suffer greatly.

COUNTERING CORRUPTION

The distance penalty can be countered in a number of fashions. The “National Property” civic removes the distance penalty entirely. The “courthouse” building decreases corruption in the city where it is built. The Versailles and Forbidden Palace wonders cause their cities to become additional centers of government, greatly decreasing corruption in themselves and surrounding cities.

Trade

International trade routes are traced from your capital city to the other civ’s capital city. If that path is blocked, the two civs cannot engage in trade. Further, your resources must be connected via trade route to your capital to be able to be traded with other civs. Likewise, your cities gain the benefit of resources acquired from trade only if they are connected to the capital.

Changing Your Capital

You can move your capital from the original city to another by building a Palace in the new city. Upon completion, the original Palace disappears and the new city becomes your nation’s capital.

Losing Your Capital

If your capital city is captured or destroyed, another city in your civilization is assigned as your capital and provided with a Palace.

CAPTURING CITIES

You can capture barbarian cities or cities belonging to civilizations that you are at war with.To do so you must enter the city with a military unit; this usually involves destroying the enemy units defending the city.When you capture an enemy city you have the option of destroying the city or installing a new governor. If you choose to destroy the city, it and everything it contains is done away with. If you choose to install a new governor, the captured city will usually go through several turns of “resistance” (see following) before joining your civilization. If the captured city has a population size of 1 or has no cultural value, you will automatically destroy the city.

46

47

Resistance

After you capture a city, it may be a while before its citizens recognize their good fortune in having gained such a wise and benevolent leader as yourself. In the meantime, they may “resist” your rule. Further, cities under great cultural pressure may go into resistance before revolting and “flipping” to another civilization’s control (see “Cultural Borders,” page 63).

Note that your cities are more likely to flip if their religion is different from your state religion and the same as the state religion of the civilization putting pressure on them.

Effects of Resistance

No Production, Commerce or Food: If a city is in resistance, its population refuses to work.Thus the city produces no food, production, or commerce for the duration of the resistance.

No Cultural Radius: The city has no “cultural radius” (see page 61).

No Cultural Defensive Bonus: The city receives no defensive bonus for size or culture (see “City Defenses,” page 49).

Duration of Resistance

The duration of a city’s resistance is based upon the city’s similarity or dissimilarity to your civilization. If you recapture one of your own cities shortly after it was taken from you, you’ll see little or no resistance. A foreign city that has been under a lot of cultural pressure from your civilization will tend to spend less time in resistance, as will a city that shares your civilization’s religion. A large, established foreign city with a lot of culture and a different religion will resist longer.

You cannot do much to shorten the duration of resistance once it is in progress. However once the resistance ends you can lessen the chances of the city returning to that state by passing your state religion to that city and building temples and such, and by raising the city’s culture and reducing any outside cultural pressure on that city. It is also a good idea to have one or two units garrisoning a city in resistance.

A “Great Artist” (see “Great People,” page 91) can instantly end resistance in a city by creating a Great Work in it – but be warned that this will consume the Artist.

48

CITY DEFENSES

Cities are defended from capture by the units inside them. Archer units get a defensive bonus (see page 138) when defending inside cities; this makes them particularly good choices for early garrisons. You can construct a number of buildings to enhance a city’s defense: walls and castles, for example.

A city with a high “cultural value” (see page 50) will give a defensive bonus to the units defending the city. However, the physical and cultural defensive bonuses are NOT cumulative: the units receive whichever of the two bonuses is higher.

Note: Modern military units – musketmen and later – get no benefit from man-made defenses (walls and castles). They do get cultural defensive bonuses, however.

THE CITY SCREEN

To get to a city’s city screen, double-click on the city on the Main Map. The city screen contains a number of important elements to aid you in managing the city. It looks quite complicated at first, but you can ignore a whole lot of it in your early games (see “Early City Management,” below).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

City Cultural Defense Bonus

 

 

 

 

 

 

Investment

 

 

Production Bar

 

 

 

Health Display

City

 

Percentages

 

 

Food Bar

 

 

 

 

 

 

 

Happiness Display

 

 

 

 

 

 

 

 

 

 

 

 

 

Maintenance

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Religion

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Trade

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

List

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Income

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Resource

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

List

 

 

 

 

 

 

 

 

City Map

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Box

City

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Building

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Roster

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Specialist

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

City

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Display

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Nationality

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Great

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Unit List

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Person

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Culture

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Points

Display

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Bar

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

City

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Portrait City Build Menu

 

 

 

 

 

 

Minimap

 

 

 

Production

Window

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Display

 

 

 

 

 

 

 

 

 

 

City Management Menu

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

49

UNIT LIST

The unit list displays all of the units that currently occupy the city.You can activate a unit by clicking on its icon in this list.

CITY PRODUCTION DISPLAY

The city production display tells you what is currently being produced in the city and the number of turns until completion.

CITY BUILD MENU

The city build menu lists all of the military units and buildings that can be constructed there.You can change a city’s current production by clicking on an item in the list. Buildings that appear greyed out have been “unlocked” but cannot currently be built. [Rollover] the grey button to get popup help about why that building cannot be constructed at this time.

CITY MANAGEMENT MENU

The city management menu has a variety of functions. It allows you to “hurry” city production (if you have the appropriate civics). It allows you to “automate” your city’s production (see page 152 for details). It allows you to tell your city to emphasize food, production, commerce, research, the creation of great people, or force the governor to avoid growth in that city.

The City Management Menu is discussed in detail in the “Advanced Cities” section of the manual.

CULTURE DISPLAY

The culture display shows you how many “culture points” your city is generating. It also tells you what your city’s current cultural “rank” is. The ranks are poor, fledgling, developing, refined, dominant, and legendary. See “Culture Points” below.

CITY BUILDING ROSTER

The city building roster displays what buildings you have constructed in your city.The roster also displays how much culture, happiness, gold, production, and other assets the buildings provide. [Rollover] a building to get more info on it.

CITY CULTURAL DEFENSE BONUS

This displays the cultural defense bonus your units get from the city.

CITY NATIONALITY

This displays the nationality breakdown of the city: what percentage of the population is your nationality, and what percentage represents other nationalities. Cities with high foreign nationalities are more likely to revolt and “flip” to that nationality, and they suffer greater “war weariness” unhappiness if you go to war against that nationality.

CITY MAINTENANCE

This displays the city’s current “maintenance” cost to your civilization.

RELIGION LIST

This tells you what religions are present in the city, and what percentage of the population worships each.

FOOD BAR

This shows you how much food your city currently has in storage, and how long until the city’s population expands.

PRODUCTION BAR

This shows you how much production your city currently has in storage, and how long until the city completes its current project.

HEALTH AND HAPPINESS DISPLAYS

These displays show you how “healthy” and “happy” your city is. (See below.)

TRADE INCOME LIST

This displays any cities that this city is regularly trading with, and the income the city is getting from that trade.

SPECIALIST DISPLAY

This shows you if any of your population has been assigned to be a “specialist” and how many specialist slots are still open. See below.

RESOURCE BOX

The resource box displays what resources your city has access to – including local, national, and trade-based resources.

50

51

THE CITY MAP

In the center of the city screen is the “city map.” It displays your city in the center and the “city radius” – the area around your city that your city’s population can work. (See below for more details on the city radius.) The map shows which of the squares are currently being worked – these are indicated by circles around the square.

The city automatically assigns its population to work squares that provide it a balanced supply of commerce, food and production.You can change a city’s priorities in a number of ways; see “Advanced Cities” for details.

The City Screen “Lite”

You can access a simplified version of the city screen by clicking on the city’s name on the Main Screen, rather than on the city itself.This is an important distinction: double-click on the city itself to reach the City Screen; click on the city’s name to reach the “Lite” City Screen.

CITY MANAGEMENT

As said above, cities are somewhat complex entities in Sid Meier’s Civilization IV. However, they’re also heavily automated, and to a large degree they’ll govern themselves. For the first few games all you really need to think about is what the city will build and how to protect the city and connect it to your other cities.

Once you have a few games under your belt you might want to check out “Advanced Cities” to learn how all of the buttons, levers and dials work. In the meantime, here are a few things that affect the success of your city. If you have questions, check the Civilopedia or the “Advanced City Rules” section.

City Growth and Starvation

The “Food Bar” on the Main Screen (as well as on the City Screen) tells you if your city is growing, stagnant, or declining.

A city survives on the food it gathers from the surrounding countryside. If the city takes in more food than it is using, the

city’s population will grow. If the city takes in less food than it needs, the city’s population will decline. Your workers can increase a city’s food supply by “improving” the land around the city with farms and by clearing forests and jungles.

City Commerce

Each of your cities generates a certain amount of “commerce” each turn. The base amount is determined by the land surrounding the city: e.g., gold mines generate a lot of commerce, as do squares bordering rivers, while desert squares produce no commerce.This base amount is modified by a large number of factors, including your civilization’s civics, whether or not the city is located on a coast, and so forth.

Your civilization’s income is the sum of all commerce generated by your cities plus commerce generated through trade with other civilizations, minus your expenses and losses from corruption (see “Corruption,” page 46).

You expend your income in a variety of ways: to support military units, to hurry production of units (under certain civics), to purchase items from other civilizations and so forth, and a large portion of your income is spent on technology research. You can see how all of your money is being spent by opening the “Financial Advisor” screen [F2].

INCREASING CITY INCOME

There are several things you can do to increase a city’s income. Your workers can build improvements such as “cottages” and “mines” around the city.They can also connect your cities with roads to produce trade routes and increase commerce.You can construct income-generating (or expense-reducing) buildings like Courthouses, Markets and Harbors in the cities. If there are unhappy citizens in the city, you can build temples and such to get them happy and back to work.And a variety of Wonders improve a city’s income, as well. Check ‘em out.

In addition, to improve your civilization’s overall cashflow, you can change “civics,” some of which can have great effects on your commerce. You can also reduce the amount of income you spend on technology research by clicking on the [-] minus symbol of the “Technology Research Percentage” button on the Main Screen.

52

53

For further information on this subject, see “Advanced Cities.”

City Health

The City Health/Happiness Display on the City Screen tells you how healthy your city is. Further, if a city is unhealthy, an “Unhealthy City” icon (see diagram) will appear next to the city’s name on the Main Screen.

A city can be healthy or unhealthy. In general, the larger a city is, the more unhealthy it is. Cities sited near jungles or floodplains tend to be unhealthier than ones surrounded by grasslands. Cities near to rivers or freshwater lakes are healthier than ones that aren’t. Cities with factories are less healthy than cities without them, and so on.

A city’s poor health has a number of detrimental effects. Most importantly, an unhealthy city requires more food to sustain its population, and cities that are too unhealthy may begin to starve.You can improve a city’s health by clearing jungles, producing certain buildings, and by accessing more kinds of food resources.

City Happiness

The City Health/Happiness Display on the City Screen tells you how happy your city is. Further, if a city is unhappy, an “Unhappy City” icon (see diagram) will appear next to the city’s name on the Main Screen. Unhappiness is caused by a number of factors, including overpopulation and war.

If a city’s inhabitants are unhappy, some of them will refuse to work. These slackers continue to consume food, however, but they bring in no food, production, or commerce.

You can increase a city’s happiness by constructing certain buildings – temples and coliseums, to name two. Various resources will increase a city’s happiness, as will certain civics.

WE LOVE THE KING!

If a city is especially well-run, your happy people may reward you with a “We Love the King” celebration.

REQUIREMENTS

We Love the King occurs randomly to eligible cities. In order to be eligible, the city must meet the following criteria:

The city’s population must be greater than 7.

The city must have no angry citizens.

The city must not be losing any food because of unhealthiness (see “Advanced Cities” for details on city health).

EFFECTS

A city that loves the king pays no maintenance costs that turn, which can be a significant financial boost to your empire.

Specialists

When your city has grown a bit in size, you might want to consider creating one or more “specialists” in that city. Specialists are created by taking a population point of the city and assigning that population to a specific job: priest, engineer, artist, and so forth. Each of these specialists provides a specific bonus to the city; in addition, specialists allow the city to generate those incredibly useful “Great People” (see page 91).The more specialists a city has, the faster that city will generate a great person.

WHEN YOU CAN APPLY A SPECIALIST

A fresh new city doesn’t have the population or facilities to support a specialist. Each specialist removes one population point from the workforce: thus, if your city has a size of 1 and you create a specialist, no one will be working the fields and the city will starve. As the city reaches medium size, you may be able to assign a specialist without starving your city, and once a city becomes large enough, it will have excess population who can be turned into specialists without much ill effect on the city’s intake of food, commerce or production. In addition, the city must have a certain level of infrastructure

54

55

to support specialists.You cannot create a priest in a city that has no religious buildings, for example, or a scientist in a city without libraries, universities and so forth. These and other buildings will support one or more associated specialists. In addition, certain wonders allow the creation of specialists, as do certain civics. See the Civilopedia for more details.

SPECIALIST TYPES

Artist: +1 Research, +4 Culture, +3 Great Person Birth Rate Artists increase the odds of a city generating a Great Artist.

Engineer: +2 Production, +3 Great Person Birth Rate Engineers increase the odds of a city generating a Great Engineer.

Merchant: +3 Gold, +3 Great Person Birth Rate

Merchants increase the odds of a city generating a Great Merchant.

Priest: +1 Production, +1 Gold, +3 Great Person Birth Rate Priests increase the odds of a city generating a Great Prophet.

Scientist: +3 Research, +3 Great Person Birth Rate Scientists increase the odds of a city generating a Great Scientist.

Citizen: +1 Production

The citizen is the “default” specialist. If your city has more population than it needs to work the lands, all excess population is put into this category. If you create another kind of specialist, the city will use a citizen if available, rather than a population point working the fields.

ASSIGNING A SPECIALIST

If you are eligible to create a specialist in a city, a small “+” (plus sign) will appear next to the specialists you are able to create. Click on the plus sign to assign a citizen or population point to that specialty.You can remove a specialist by clicking on the “-” (minus sign) next to the specialist.

Note that some wonders automatically create specialists in cities.You cannot remove those specialists from their assigned tasks. Certain civics and wonders also grant free specialists in all of your cities; you can choose to make them whatever specialists you like, but you cannot turn them back into population.

City Symbols

One or more icons may appear next to a city’s name on the Main Map. Here’s what they mean:

Some citizens in the city are unhappy.

The city is unhealthy

The city is connected to the capital by a trade route.

Buddhism is practiced here.

Christianity is practiced here.

Confucianism is practiced here.

Hinduism is practiced here.

Islam is practiced here.

Judaism is practiced here.

Taoism is practiced here.

The city is in revolt. (The number tells for how many turns it will remain in revolt.)

This city produces the most research points for your civ.

This city produces the most wealth for your civ.

56

57

This city produces the most production for your civ.

This city has a “center of government” in it, either the Palace, Forbidden Palace national wonder or the Versailles world wonder.

CONSTRUCTING UNITS AND BUILDINGS IN A CITY

When you first build a city, the “City Build” menu appears on the screen.This menu displays all of the buildings and units that this city can produce at this moment in time. Each entry is followed by a number in parentheses; this number tells you how many turns the unit or building will take to produce.The computer may “recommend” one or two units or buildings it thinks might be useful at this time. It also tells you why it is recommending that unit – to improve your “military,” “economy,” etc. You do not have to follow the computer’s recommendations of course. Just click on the entry you want the city to build and it will start production. You can [Rollover] the selection to see hints on what they do.

If you click on the “Examine City” button, that city’s “City Screen” will open up.The City Build menu is at the bottomcenter of the City Screen; click on an item there to begin construction.

Changing Construction Orders

If you want a city to temporarily halt production on one item and begin production on another, go to that city’s City Screen and click on the new item in the City Build menu. Production on the new item will begin immediately; once the new item is completed the city will resume production on the earlier item. If you realized you made a mistake and never want to return to construction of the first item, click on its name where it appears in the bottom-left corner of the city screen to remove it from the building queue.

Completing Construction

Once your city has completed construction, the city’s City Build menu will appear again, asking you what the city should construct next.

Constructing Workers and Settlers

When a city is constructing workers and settlers, the city’s excess food is consumed, as well as the city’s production.Thus cities building workers and settlers will not grow in population until the units are complete.

EARLY BUILDINGS AND UNITS

The units and buildings you construct should reflect your objectives. Your specific objectives will vary from game to game and over time during a game, but the “Early Objectives” list is a good place to start.

Build a Warrior

The “Early Objectives” list suggests that the very first thing you need to do is protect your city.To do this you need to build a military unit to garrison your new city – otherwise the city will be captured by the first barbarian or enemy unit that finds it. Generally, at the start of the game the warrior unit is the only one available to you. Build it right away; once it’s complete,“fortify” the unit right in the city.

Build a Unit to Explore

You need to see what’s out there. After you’ve built your warrior, you should build another unit that will go out and take a look around.You might want to build a scout (if one is available to you), otherwise you’ll want to build a warrior or archer.

Build a Worker

You can build a worker to start “improving” the lands around your city.You’ll need to know certain “technologies” in order for your worker to do many of the improvements; if you don’t have these techs, you might want to hold off on building the worker just yet. (And keep in mind that your city isn’t growing while it’s building the worker.)

58

59

Loading...
+ 85 hidden pages