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....
One 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....
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
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!
View the full tech tree (4770x648, 572 kB -- right-click and 'Save As' to download).
Warning: The above image is very large. It may take a long time to load on slower connections.
With the arrival of CIV, much of what has been true in the world of C3C is gone forever. Many things have been changed, and it's true that some of these things will not please everyone. Overall, though, the game is vastly improved, and its playability for Multiplayer is much better than it was. An honest review of Civ4 Multiplayer by Friedrich Psitalon
Let's start with the bane of C3C: Connectivity and everything surrounding it.
I fully realize that even as I say this, people are going to raise a very high eyebrow, but I'll say it anyhow - you're going to be amazed. Gamespy NAT negotiation allows people behind routers, firewalls, etc, to play with no trouble at all - no opening or closing of ports, zones, etc. If needed, Direct IP still exists, and WOULD require playing with ports, but the only port you need to open is 2056, or whichever port you specify in your INI file. The days of "X can't connect with Y ever for some weird reason" are over.
How does "gone" strike you? If someone has a different version than you (meaning modded files of any type) you'll see the OOS return - otherwise, never again. The game has even shown the ability to "resynch" itself if a genuine problem arises temporarily (hotjoining players sometimes cause a 1 or 2 second OOS.)
Reloads? Oh yeah.. I remember those. The only time you'll be reloading a multiplayer game now is if everyone decides to take a break. Hotjoining allows a player to jump right back into the action if they drop. In the meantime, every other player in the game votes to decide between ...