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    by Published on August 9, 2005 15:59

    The Gameplay section covers all the gameplay aspects of Civilization IV: Cities, Units, Religions, etc. However, the hardcore fan will also be interested in the aspects of the game that are not directly gameplay-related, such as MP options, modding, development history and fan input, the user interface, and the system requirements. That is what this section is about.

    by Published on August 9, 2005 15:54

    The basic gameplay concept of Civilization IV is the same as that in all other Civ-like games: you take charge as the leader of a band of wandering people and set out to found an an empire of cities, armies and scientists with as goal to eventually rule the world. Compared to Civ3, Civilization IV will introduce some new concepts, such as Religion and Great People, change some existing ones, such as combat and technology, and leave others pretty much the same, such as diplomacy and Wonders. Civlization IV: Warlords adds in addition to that the concept of Vassal States.

    by Published on August 9, 2005 15:51

    Civilization IV is part of the Civilization franchise, and a franchise can usually only be successful if it makes conservatively changes between iterations. So Civ4 is not extremely different from Civ3 -- it will be a conservative sequel. According to Soren Johnson, a good rule of thumb for a franchise is "1/3 old, 1/3 improved, 1/3 new". He believes that the best way to improve on Civ3 is to choose a focus and really improve the game in only a single (or a few) area(s), rather than trying to change a little bit of everything. That doesn't mean that Civ4 will play the same as Civ3, while the essence of previous games has remained, many details have changed and the step from Civ3 to Civ4 is the biggest and most ambitious one the series has made to date.

    by Published on August 9, 2005 15:49

    Bombardment exists in Civilization IV as well but it is sort of a hybrid of previous games: Artillery Units are stronger than they were in Civ3 and will be able to damage multiple units in a tile. This should discourage the strategy of building one huge stack of Units and mopping up the map with that.

    In Civilization IV, the traditional health bar is gone. Every Unit consists ...

    by Published on August 9, 2005 15:48


    While you are compiling a proposal, the animated leaderheads will show you with their facial expressions what they think of your proposal. The general attitude they hold towards you, based on both personality and past behaviour, is also visible (Gracious, Polite, Cautious, Annoyed, Enraged, etc). Of course, you're not the only one who can initiate discussions: rival players can make proposals or demands to you as well, including ...

    by Published on August 9, 2005 15:46

    Besides sliders and Civics, research is another thing that happens on a global level in Civilization IV. All the Research Points, or Beakers, that every City collects are put together and used to research Advances. These Advances enable new options for the player, such as new Units, Buildings, Civics, Religions, etc and also open the way to new Advances. As such they move game forwards, from Stone Age to Space Age: the technology tree, which determines the relationships between the Advances and what new options each Advance enables, forms the backbone of the entire game. Once the whole tech tree has been researched, a player still has so-called Future Technologies to pursue: each of these gives a bonus to both Health and Happiness.

    by Published on August 9, 2005 15:44

    Most of what was discussed up until now had to be managed on a City-by-City basis. There are however also settings that apply on a more global level to an entire Civilization, such as Civics and tax sliders. Tax sliders determine how the Gold income of Cities is distributed after fixed costs such as Unit support ...

    by Published on August 9, 2005 15:36


    A Worker working next to a Fresh Water lakeTerrain in Civilization IV works largely the same as in Civ3: every tile has a base (immutable) terrain type (Grassland, Plains, Desert, Tundra, Hills, Mountains, Ice, Coast, Ocean) and on top of that Jungle or Forest may exist. Rivers flow between tiles (and not through them, as in Civ2, SMAC and the CtP series) and give any bonuses they may give to all tiles that border on it (but they do not give movement bonuses as in aforementioned games). Attacking across a river gives the defender a bonus. Civilization IV also features single-tile fresh water lakes [see image]. Proximity to fresh water (lake or river) gives cities a Health bonus. Certain terrain types give a bonus to defense or offense (Forest, Jungle, Hills) though not as many as in Civ3 and as in all Civ-like games the speed of Unit movement is affected by terrain as well. Spread throughout the map are 31 different types of Resources (Civilization IV: Warlords will add a few more), from Wheat to Iron and from Incense to Whales -- these have a major impact on gameplay [see below]. How these Resources are distributed over the map has been improved compared to Civ3, it's more balanced this time.

    by Published on August 9, 2005 15:31

    Besides Food, Production and Gold, your Cities can collect something else: Culture. Culture in Civilization IV is generated somewhat differently than in the game's predecessor: the Culture tax slider and the number of Artists in a City determine the base amount of Culture that it generates. Some Wonders add to it as well, but some other Buildings, Wonders (e.g. National Epic) and Civics (e.g. Nationhood) act as multipliers for this base value. Great People can also boost the culture value of a City. Culture has three main effects on gameplay. The most straightforward is that it helps you to accomplish a Cultural Victory: if you manage to get three Cities over 100,000 Culture, you win the game.

    Cultural borders right up to the gates of AgadeAnother advantage that comes with Culture is Borders. Without Culture, the Borders of your empire extend only one tile around each City. But when the Culture value of a City reaches a certain threshold, the Borders expand. When they reach the next threshold, they expand again. Rinse and repeat, eventually connecting all your Cities into one large empire. This has a number of advantages: it allows your Units to move freely and it blocks all enemy Units (including Settlers and Missionaries) from moving near your Cities (unless they declare war or sign an Open Borders treaty) or at least slows them down (when at war). When used near chokepoints, this can be used to cut opponents off from entire subcontinents. Resources also need to fall inside your borders in order for you to be able to claim them, as do the tiles that a City can work.

    by Published on August 9, 2005 15:21

    Cities are still the cornerstones of your Civilization. The City is where you people live, where you collect resources and where you can order the construction of Buildings, Wonders and Units. Cities occupy one tile on the map and can collect Food (for growth), Hammers (formerly Shields; for production) and Gold (for unit support, research, culture, diplomacy, etc) by having its Citizens work the tiles surrounding it. Which tiles are being worked can be seen on the main map: if they have Improvements, these are animated, if not, a little hut or ship will be visible on the tile.

    As in Civ3, you can build all sorts of different Buildings and Wonders in your Cities for a variety of different bonuses. All these Buildings and Wonders will be visible on the main map. Examples of this can be seen below: in the bottom left of the City in the first image, the Pyramids Wonder can be seen and in the center an Obelisk Building is visible. In the last image Walls are visible. There are a total of 102 Buildings in the game, among which 40 Wonders: 28 World Wonders (which can be built only once) and 12 National Wonders (which can be built once by every Civ). Civilization IV: Warlords will add 3 more Wonders and a Unique Building for every Civilization. No details have been announced yet. See the Civilopedia for a detailed breakdown of all the Buildings and Wonders in the game.

    by Published on August 9, 2005 15:20


    There are 18 Civilizations in the game with which you can play, 18 of them at the same time (if you've got the system to handle that many!). For each of these Civiliations there are one or two leaders available, for a total of 26 leaders. For instance, if you decide to play with the French, you have the choice of playing as Napoleon or as Louis XIV. This affects gameplay as every leader has their own personality and characteristics (a la Civilization abilities in Civ3). When playing as Napoleon, you get stronger Units because he is Aggressive and cheaper wonders because he's Industrious, when playing as Louis XIV, you get free Culture because he is Creative. Every leader has two such traits. Aside from leaders and their personalities, each Civilization has a number of other properties that make it unique: a list of historic City names, a banner or flag which identifies a Civ's Units on the map, a Unique Unit which only that Civ can build.

    by Published on August 9, 2005 15:17

    There are a number of different ways in which the game can be won, by and large the same ones as in Civ3:

    • End of Timeline: When the end of the timeline is reached and no-one has won yet, the game ends. Presumably the player with the highest score then wins, as in all previous Civilization titles.
    • Conquest Victory: When a player wipes out all other players, (s)he wins a Conquest Victory.
    • Domination Victory: When a player has control over a certain percentage of the map, (s)he is declared winner.
    • Spaceship Victory: The first player to launch a spaceship to Alpha Centauri wins the game. In order to be able to build a spaceship, a player must research until the very end of the technology tree.
    • Diplomatic Victory: If a player can rally enough other players behind him/her and have him/herself declared ruler of the world, (s)he wins the game.
    • Cultural Victory: The first player to create 3 Cities with 100,000 Culture wins the game.

    by Published on August 9, 2005 15:14

    Civilization IV, like other Civ-like games, is a game that covers all of history: you start in 4000 BC with a wandering tribe, you end the game in 2050 AD with spaceships, nuclear weapons, superconductors, genetics and future technology. However, you do not have to start in the Stone Age in Civilization IV: if you want to skip ahead to your favorite era, you can now start at any point in the technology tree.

    by Published on August 9, 2005 15:12

    Units leave footprints as they move or fightOne of the main selling points of Civilization IV is the environment in which the game is set: a lush and vivid animated 3D world that is full of life: from up close, you can see the Buildings and Wonders in your Cities, rivers flowing through the landscape, smoke billowing from Factories, Windmills turning in the wind, Horses and Sheep grazing on a pasture, Workers constructing Roads and Mines... Units leave footprints as they move and combat takes place in the form of cutscene-like animations [see image to the left]. At sea, you can hear the waves, in a desert a dry wind blows. In the Globe View [see image below] you see the world from high above in space, and it looks like an actual 3D globe, with a clouds covering the planet (although the map is still a cylinder as in all Civ-like games). When you complete a Wonder, you are rewarded with (one of about 45) Wonder movies.

    by Published on July 25, 2005 15:41

    This section lists all known Civilizations and Leaders, Buildings, Wonders, Units, Promotions, Advances, Terrain Types, Improvements, Resources, and Civ4: Civics featured in Civilization IV. Most of the information in this section was taken directly from the ingame Civiliopedia. All information in this section has been updated for the latest version of the game, which is 1.61. Information on the warlords expansion is not included. There is (will be) a seperate Civilopedia for warlords.

    If you find any errors in the information presented here, please let us know.

    We have recently finished updating the Civilopedia. It should now be entirely up to date for the 1.61 patch. Our next project will be to write a seperate Civilopedia for the Warlords expansion.

    Last updated: November 30th, 2006

    by Published on July 22, 2005 13:53

    Game: Sid Meier's Civilization IV
    Publisher: 2K Games
    Developer: Firaxis
    Platform: PC
    Release Date: Winter 2005

    Civilization IV FACT SHEET

    With over 6 million units sold and unprecedented critical acclaim from fans and press around the world, Sid Meier’s Civilization is recognized as one of the greatest PC game franchises of all-time. Now, Sid Meier and Firaxis Games will take this incredibly fun and addictive game to new heights by adding new ways to play and win, new tools to manage and expand your civilization, all-new easy to use mod capabilities and intense multiplayer modes and options. Civilization IV will come to life like never before in a beautifully detailed, living 3D world that will elevate the gameplay experience to a whole new level. Civilization IV has already been heralded as one of the top ten games of 2005, and a must-have for gamers around the globe!

    • Faster-Paced Fun – Gameplay has been streamlined for a tighter, faster and more compelling experience.

    • Greater Accessibility and Ease of Play – An easy-to-use interface will be immediately familiar to RTS and action game players, and newcomers to the series will be able to jump in and play.

    • Tech Tree – Flexible Tech tree allows players more strategic choices for developing their civilizations along unique paths.

    • More Civs, Units, and Improvements to enhance and grow your empire.

    • Multiplayer –LAN, Internet, PBEM and Persistent Turn-Based Server (PTBS) offer players all-new strategies ...

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