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User manual GAMES PC SID MEIER S - CIVILIZATION IV
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User guide GAMES PC SID MEIER S - CIVILIZATION IV
Detailed instructions for use are in the User's Guide. TABLE OF CONTENTS
Chapter 1 IN THE BEGINNING
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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
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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
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Great People.................................................................91 Golden Ages.................................................................94 Wonders.......................................................................95 Diplomacy ...................................................................99 Victory.......................................................................105
Chapter 3 ADVANCED RULES
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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
Chapter 1
in the beginning
APPENDIX
189
Reference Charts........................................................190 Credits........................................................................216 Limited Software Warranty and License Agreement...............................................221 Warranty ....................................................................223 Product Support .........................................................224
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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!
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.
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
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.
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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
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)
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.
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)
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-
SUPPORTED OPERATING SYSTEMS
Windows 2000 (plus Service Pack 1 or higher), Windows XP (Home or Professional) (plus Service Pack 1 or higher)
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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:
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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.
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.)
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
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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.
"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.
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:
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.
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.
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.
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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.
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.
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.
CIVILIZATION
AND
LEADER
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.
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.
GAME SPEED
The "Game Speed" determines how many turns it takes to
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THE CIVILIZATION WEB SITE
WHERE TO FIND IT
www.CivIV.com
IV
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.")
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.
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.
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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.
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.
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.
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.
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Chapter 2
the basics
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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.
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.
CIVILIZATION IV TURN
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.
Tech Investment Percentage
Main Map
Research Bar
Change Civics Button
Civilopedia Button Date
Advisor Buttons Current Score List
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.)
List of Discovered Civs (click name to enter diplomacy)
Details Box
Unit Action Box
End Turn Button
Mini Map Your Banner
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.
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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:
Ping
Show Titles
Yields Display Resource Display
Scores Display
Bare Map
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.
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.
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Resource Display: This highlights all "resources" on the Main Map. Scores Display: This hides/reveals the scores display which is atop the Mini Map.
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.)
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.
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.
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.
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
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.
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.
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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.
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 .
Conventions
KEYBOARD
This Sid Meier's Civilization IV manual uses the following conventions to indicate keystrokes: [s] or [S] [Shift-S] [Num 5] press "s" press "Shift" and "S"buttons simultaneously press the "5" on the keyboard's number pad.
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.
[Ctrl + t] press the "Control" button and "t" simultaneously. [Num Ins] press the Insert (or "0") key on the number pad.
MOUSE
This manual uses the following conventions to indicate mouse actions: [Rollover] [Left-Click] [Right-Click] [Drag Left-Click] move your cursor atop the indicated item on the game screen. place your cursor on the indicated spot and press and then release your left mouse button. place your cursor on the indicated spot and press and then release your right mouse button. 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.
LAND
OR
SEA
[Double Left-Click] place cursor at the indicated spot and then press/release your left mouse button twice.
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.)
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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.
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.
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.
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.
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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.
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 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 ABILITIES
As discussed above, many units have special abilities in addition to movement and combat. Military units most often have combat-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.
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.
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.
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+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
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"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.
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 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.
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
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.)
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.
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.
UNIT ACTIONS
In addition to moving and attacking, many units can perform special "actions" during their turn. If an active unit is eligible
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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.)
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 valuable. (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.
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
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-
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