Civilization IV Walkthrough

GameSpot's Walkthrough to Civilization IV is your one-stop shop for tips on building cities, expanding your military, choosing a leader, and more!

by

By: Doug Radcliffe
Design: Randall Montanari

It’s an easy position to argue that Sid Meier’s Civilization is one of the greatest games of all time and certainly one of the most influential. Sid Meier’s latest classic Civilization IV retains the addictive gameplay of its predecessors and adds new features like religions, great people, and combat promotions.

Civilization IV is a complex experience; countless strategies can lead to a successful conclusion. This game guide will help focus your strategies by providing tips on important facets of the game and offering specific combinations of leaders, civics, technologies, and wonders to create powerful cities.

This Gamespot Civilization IV game guide features:

  • Leaders: This section provides tips on using leader traits and their bonuses to your advantage as well as pleasing (or angering) your neighbor with diplomacy dos and don’ts.
  • City Management: Managing your cities is the foundation of Civilization. Look here for tips on optimizing growth, worker improvements, balancing health and happiness, and spawning Great People.
  • Civics: Get the most out of your government with these civic tips!
  • Religion: One of the most exciting new features in Civilization IV is the addition of religion. Learn why you gotta have faith with these religion strategies.
  • Military: If conquering your enemies is more your style, check this section for tips on improving your military might.
  • Technology and Wonders: Gain an edge on your rivals through technology and wonders. This section compiles all techs and wonders and reveals their benefits.
  • Cheats: Edit a configuration file to activate Civilization IV cheat codes.

Chapter 1 - Leaders

Each civilization leader features a combination of two of the possible eight leader traits. The traits essentially describe the leader’s personality and offer unique bonuses and benefits to the civilization. Certainly it’s important to consider your leader’s traits when guiding your civilization through its entire history. Utilize the military bonuses offered by an Aggressive civilization to help conquer the world, strive for a culture victory with a Creative leader, or use the benefits of a Philosophical civilization to cultivate great people.

Leader Traits

This section covers all eight traits, bonuses, and associated leaders. You’ll also find strategic commentary for each.

Aggressive

  • Free promotion (Combat I) for all melee and gunpowder units.
  • Barracks and Drydocks constructed at 1/2 production cost.

A player with battle plans should consider a leader with the aggressive trait. An aggressive leader receives free "Combat I" promotion for all melee and gunpowder units. The Combat I promotion increases a unit’s strength by 10%. Capitalize on the trait by focusing your warmongering force on melee and gunpowder units. Take advantage of the half-cost Barracks to further increase your units’ promotion. Combine further with the Vassalage civic (additional unit experience points) or the Theocracy civic (additional unit experience points in cities with a state religion) to create very strong, experienced units. Continue military specialization with wonders like West Point, Pentagon, and Heroic Epic. Maintain an aggressive stance and get your experienced units into combat situations to further increase their promotions and abilities above and beyond any competing civilization’s military force.

The following civilization leaders feature the Aggressive trait:

  • Montezuma, Aztec Empire
  • Napoleon, French Empire
  • Alexander, Greek Empire
  • Huayna Capac, Incan Empire
  • Tokugawa, Japanese Empire
  • Genghis Khan, Mongolian Empire
  • Kublai Khan, Mongolian Empire

Creative

  • +2 culture per turn per city.
  • Coliseum and Theatre constructed at 1/2 production cost.

A city’s culture defines its borders--essentially its influence. A city’s entertainment and arts create a culture that can be adopted by rival cities. What this means in terms of gameplay is that your culture can increase your borders and envelope a rival city--the rival city becomes influenced by your culture and becomes part of your civilization. A creative civilization provides more culture per turn, which helps increase influence faster; though note that there are wonders (such as Stonehenge) that provide nearly the same benefit. Being creative helps in the early game land grab; secure valuable resources before rival civilizations get them! The culture bonus means more land space with less cities early on. If you’re choosing to focus on culture (though wonders, Great Artists and their works, etc), the creative bonus certainly helps but you may find other leader trait benefits more useful to a balanced gameplay strategy. A creative leader can construct the Coliseum and Theatre at half the production cost. The Coliseum and Theatre increase happiness based on culture rate; the Theatre also enhances the Dye resource and necessary for artist specialists.

The following civilization leaders offer the Creative trait:

  • Hatshepsut, Egyptian Empire
  • Louis XIV, French Empire
  • Frederick, German Empire
  • Kublai Khan, Mongolian Empire
  • Cyrus, Persian Empire
  • Catherine, Russian Empire

Expansive

Genghis Khan combines expansion with military might.

  • +2 health per city.
  • Granary and Harbor constructed at 1/2 production cost.

A city’s health basically determines its population growth. When unhealthiness eclipses healthiness, you lose food. If you lose more food than there are mouth’s to feed, you begin to lose population. Excess health means food supplies remain high and population can continue to grow. The extra health is a valuable bonus and means bigger cities--providing the potential for better production, more specialists, etc. Like with creative, there are wonders and buildings that provide similar expansive benefits (even city placement can increase health) but these same items further enhance the expansive trait. Use in combination with Victoria and Financial (for Cottages to ramp up commerce), Isabella and Spiritual (for happiness), and Peter and Philosophical (larger cities can use more specialists to create more Great People). The Granary further increases health from any Corn, Wheat, or Rice resources and also stores 50% of food after each growth. This essentially means your city can grow faster because it doesn’t have to recollect all food to reach the next population level. The Harbor enhances trade route yield and also further increases health from Clam, Crab, and Fish resources.

The following civilization leaders feature the Expansive trait:

  • Victoria, English Empire
  • Bismarck, German Empire
  • Genghis Khan, Mongolian Empire
  • Cyrus, Persian Empire
  • Julius Caesar, Roman Empire
  • Peter, Russian Empire
  • Isabella, Spanish Empire

Financial

  • +1 commerce on spaces generating 2 or more commerce.
  • Bank constructed at 1/2 production cost.

Filling your coffers with commerce is never a bad thing. Higher income means more commerce devoted to research or, if you research Drama, devoted to culture. Excess funds help offset maintenance costs and can be used as a bargaining tool with other civilizations for technologies, trade, or alliances. The benefits can pay off immediately for coastal cities. Once available from research, use Workers to construct Cottages to increase tile commerce. This benefit can pay off exponentially if you’re dedicated to work each tile and enhance for maximum commerce--it’s certainly a benefit that gets better the longer the game goes. Your late game can feature large armies, expansive cities, high upkeep civics, and still maintain high research or culture output from your income. Financial leaders can construct Banks at half their production cost. Add a Bank to each city to further increase commerce (+50% gold).

The following civilization leaders offer the Financial trait:

  • Washington, American Empire
  • Qin Shi Huang, Chinese Empire
  • Elizabeth, English Empire
  • Victoria, English Empire
  • Huayna Capac, Incan Empire
  • Mansa Musa, Malinese Empire
  • Catherine, Russian Empire

Industrious

  • +50% wonder production.
  • Forge constructed at 1/2 production cost.

An industrious leader is adept at building wonders. This provides the civilization a lot of flexibility because wonders offer unique benefits, which could include some portions of the benefits from other leader traits. Most players would agree that the wonders in Civilization IV aren’t quite the power of previous games but that doesn’t mean they aren’t potent, especially when integrated into a focused strategy. Settle near stone or marble to expand the benefit even further. When selecting an industrious leader, consider your goals as you begin to construct wonders at the improved production time. Do you plan to focus on specialists and Great People? Do you plan to focus on a military? Do you plan to focus on expansion or culture? Utilize the leader’s secondary trait when considering your wonder options. The industrious leader also constructs the Forge for half-cost production. The Forge increases production 25%, adds happiness from Gems, Gold, and Silver resources, adds engineer specialists, but decreases a city’s health.

Industrious is a popular trait...players love wonders! Focus wonder construction to complement your leader’s other trait.

The following civilization leaders offer the Industrious trait:

  • Roosevelt, American Empire
  • Qin Shi Huang, Chinese Empire
  • Louis XIV, French Empire
  • Napoleon, French Empire
  • Bismarck, German Empire
  • Gandhi, Indian Empire

Organized

  • -50% civic upkeep cost.
  • Courthouse and Lighthouse constructed at 1/2 production cost.

An organized civilization is an efficient civilization. Organized leaders have "trimmed the fat" so to speak and bear less civic upkeep costs. Essentially it’s the trait for the player who wants a huge expansive empire but without all the expensive costs. Obviously if you aren’t planning to focus your game on civic choices. The Organized trait also allows construction of the Lighthouse and Courthouse at half the production cost. Lighthouses increase food from water tiles and Courthouses decrease maintenance costs for cities far from the civilization’s capital.

The following civilization leaders feature the Organized trait:

  • Roosevelt, American Empire
  • Washington, American Empire
  • Mao Zedong, Chinese Empire
  • Asoka, Indian Empire
  • Tokugawa, Japanese Empire
  • Julius Caesar, Roman Empire

Philosophical

A strategy focused on the creation of Great People can be powerful. Select a leader with the philosophical trait.

  • +100% Great People birth rate.
  • University constructed at 1/2 production cost.

Focusing your strategy on Great People births can be extremely powerful. Great Artists can be used as "culture bombs" by instantly increasing a city’s culture by 4,000 (could be enough to envelop a rival border town) or a Great Engineer could complete a valuable wonder in just a single turn. Of course there are also free technologies and super specialists as well. When choosing a leader with the Philosophical trait, add to the civilization’s benefit with the National Epic wonder to increase Great People birth rate further (the downside is against an Industrious civilization, you may very well lose out on this and other wonders). Switch to the Caste System civic for unlimited specialists--the more specialists, the higher the Great People birth rate or use Pacifism to further increase birth rate. A philosophical leader can construct the University at half the production cost; the University increases research by 25%.

The following civilization leaders offer the Philosophical trait:

  • Saladin, Arabian Empire
  • Mao Zedong, Chinese Empire
  • Elizabeth, English Empire
  • Frederick, German Empire
  • Alexander, Greek Empire
  • Peter, Russian Empire

Spiritual

  • No anarchy.
  • Temple constructed at 1/2 production cost.

A spiritual civilization suffers no anarchy penalty from switching civics or state religions. This provides a lot of flexibility well into your civilization’s development. The freedom to switch civics depending on your current need (do you need to train a military or continue to construct wonders?) or situation without penalty can be extremely powerful. You could speed production (Organized Religion) or train experienced units (Vassalage)--all in the span of several turns. Obviously spiritual civilizations also typically focus on religion. Half cost Temples add to the civilization’s happiness and open up the priest specialist. Most of the Spiritual civilizations begin with the Mysticism technology already researched; this means Spiritual civilizations can found religions faster than other civilizations should they chose to do so. It’s a good idea and founding first can often mean spreading it to other civilizations which maintains a good relationship because of the shared religion.

The following civilization leaders offer the Philosophical trait:

  • Saladin, Arabian Empire
  • Montezuma, Aztec Empire
  • Hatshepsut, Egyptian Empire
  • Asoka, Indian Empire
  • Gandhi, Indian Empire
  • Mansa Musa, Malinese Empire
  • Isabella, Spanish Empire

Leader Stats

The following chart details each civilization’s leader, their traits and benefits, starting technologies, unique units, and favorite civics.

LEADERCIVILIZATIONTRAITSBENEFITSSTARTING TECHNOLOGIESUNIQUE UNITFAVORITE CIVIC
AlexanderGreekPhilosophical, Aggressive+100% Great Person birth rate, Combat I promotion for melee and gunpowder unitsFishing, HuntingPhalanx (replaces Spearman)Hereditary Rule
AsokaIndianSpiritual, OrganizedNo anarchy, -50% civic upkeep costMysticism, MiningFast Worker (replaces Worker)Universal Suffrage
BismarckGermanExpansive, Industrious+2 health per city, +50% wonder productionHunting, MiningPanzer (replaces Tank)Representation
CatherineRussianCreative, Financial+2 culture per turn per city, +1 commerce for all tiles with 2 or moreHunting, MiningCossack (replaces Cavalry)Hereditary Rule
CyrusPersianExpansive, Creative+2 health per city, +2 culture per turn per cityAgriculture, HuntingImmortal (replaces Chariot)Representation
ElizabethEnglishPhilosophical, Financial+100% Great Person birth rate, +1 commerce for all tiles with 2 or moreFishing, MiningRedcoat (replaces Rifleman)Free Religion
FrederickGermanPhilosophical, Creative+100% Great Person birth rate, +2 culture per turn per cityHunting, MiningPanzer (replaces Tank)Universal Suffrage
GandhiIndianSpiritual, IndustriousNo anarchy, +50% wonder productionMysticism, MiningFast Worker (replaces Worker)Universal Suffrage
Genghis KhanMongolianAggressive, ExpansiveCombat I promotion for melee and gunpowder units, +2 health per cityHunting, The WheelKeshik (replaces Horse Archer)Police State
HatshepsutEgyptianSpiritual, CreativeNo anarchy, +2 culture per turn per cityThe Wheel, AgricultureWar Chariot (replaces Chariot)Hereditary Rule
Huayna CapacIncanAggressive, FinancialCombat I promotion for melee and gunpowder units, +1 commerce for all tiles with 2 or moreAgriculture, MysticismQuechua (replaces Warrior)Hereditary Rule
IsabellaSpanishSpiritual, ExpansiveNo anarchy, +2 health per cityFishing, MysticismConquistador (replaces Knight)Police State
Julius CaesarRomanExpansive, Organized+2 health per city, -50% civic upkeep costFishing, MiningPraetorian (replaces Swordsman)Representation
Kublai KhanMongolianAggressive, CreativeCombat I promotion for melee and gunpowder units, +2 culture per turn per cityHunting, The WheelKeshik (replaces Horse Archer)Hereditary Rule
Louis XIVFrenchIndustrious, Creative+50% wonder production, +2 culture per turn per cityThe Wheel, AgricultureMusketeer (replaces Musketman)Hereditary Rule
Mansa MusaMalineseSpiritual, FinancialNo anarchy, +1 commerce for all tiles with 2 or moreThe Wheel, MiningSkirmisher (replaces Archer)Free Market
Mao ZeodongChinesePhilosophical, Organized+100% Great Person birth rate, -50% civic upkeep costAgriculture, MiningCho-Ko-Nu (replaces Crossbowman)State Property
MontezumaAztecAggressive, SpiritualCombat I promotion for melee and gunpowder units, no anarchyMysticism, HuntingAztec Jaguar (replaces Swordsman)Police State
NapoleonFrenchAggressive, IndustriousCombat I promotion for melee and gunpowder units, +50% wonder productionThe Wheel, AgricultureMusketeer (replaces Musketman)Representation
PeterRussianPhilosophical, Expansive+100% Great Person birth rate, +2 health per cityHunting, MiningCossack (replaces Cavalry)Police State
Qin Shi HuangChineseIndustrious, Financial+50% wonder production, +1 commerce for all tiles with 2 or moreAgriculture, MiningCho-Ko-Nu (replaces Crossbowman)Police State
RooseveltAmericanIndustrious, Organized+50% wonder production, -50% civic upkeep costAgriculture, FishingNavy Seal (replaces Marine)Universal Suffrage
SaladinArabianPhilosophical, Spiritual+100% Great Person birth rate, no anarchyMysticism, The WheelCamel Archer (replaces Knight)Theocracy
TokugawaJapaneseAggressive, OrganizedCombat I promotion for melee and gunpowder units, -50% civic upkeep costFishing, The WheelSamurai (replaces Maceman)Mercantilism
VictoriaEnglishExpansive, Financial+2 health per city, +1 commerce for all tiles with 2 or moreFishing, MiningRedcoat (replaces Rifleman)Representation
WashingtonAmericanFinancial, Organized+1 commerce for all tiles with 2 or more, -50% civic upkeep costAgriculture, FishingNavy Seal (replaces Marine)Universal Suffrage

Diplomacy Tips

Relating to the other computer-controlled leaders can make or break your civilization’s long-term success. That sounds dramatic but it can happen. A bad relationship could spark a long, drawn out war that diverts your resources from research and culture into a war machine. Or perhaps careless trading of resources or technologies could put another civilization ahead of your own in terms of score or the race to the space age. A friendly stance is certainly a good idea unless you’re hoping to conquer your rivals but you must also be careful not to allow rival leaders to take advantage of your giving nature.

A series of plus and minuses govern your relationship with other leaders. You receive pluses from open border agreements, being peaceful, having the same religion, instituting a leader’s favorite civic, and from trade. You receive minuses from war, different religion, sharing a border, transactions with the leader’s enemy, and refusing requests (such as gifts). Enough minuses and the leader may finally decide you aren’t worth the trouble and send troops into your territory with a declaration of war.

Although you shouldn’t allow rival leaders to take advantage of your generosity, there could come a time where an abundant bribe may prevent a war.

If you feel war with an adjacent civilization is imminent and you don’t think you have the means to support the war, you can avert it before it starts by essentially bribing the leader with gifts. Send the leader tributes of gold or technology. Enough tribute can avert an imminent war but it may not keep the leader at bay forever.

If an adjacent civilization hasn’t adopted a religion, agree to open borders then send missionaries to spread your religion into his cities so you gain pluses from the shared religion and not minuses from your differences. Religion is a big portion of the relationship; shared religion offers much higher alliance chances and religious differences offer a much higher change of war.

Trading technologies is also useful but don’t expect the computer-controlled leaders to be entirely fair with their offers. If you’re ahead in research, be careful that you don’t allow other leaders to catch up with lopsided trades. It’s certainly useful to trade so you gain some technologies you may have skipped over in order to move faster through the technology tree; just be prepared to negotiate and not give up too much research. Try to sweeten the deal with gold or resources and avoid giving up a valuable technology. Of course, you could be behind in technology and may have to give up a lot of gold or other favors to get valuable technologies from other leaders.

Chapter 2 - City Management

Cities are the backbone of your civilization. Effective management begins with effective placement then continues through the entire era as you attempt to balance a city’s growth with its health, happiness, and production. This section provides tips for settling your first city and managing its resources to create a flourishing epicenter geared toward your specific strategy.

City Settlement

Settling your first city in a prime location certainly impacts its short and long-term success. Don’t waste too much time seeking out a better location. Start positions are basically balanced. Don’t spend the first three or more turns of the game moving your settler around looking for a better location. While you’re moving a settler around, opposing leaders have founded their capital and are researching their first religion and training a worker to start improving the land. Basically you better have spotted a good location on the current screen if you don’t plan to settle your first city on the first turn.

With the settler selected, examine nearby tiles to see how much food and "hammers" (which symbolizes production) the tile offers before improvements. Ideally you want to settle a city surrounded by the most fertile unimproved tiles for both food and production. Then you can use a worker to further improve those tiles to increase food and production. In an ideal world you may have a special resource nearby but you shouldn’t roam your settler around the map searching for that spot while other leaders are passing you by.

Choose your capital's placement carefully but don’t waste many turns searching for the perfect spot. You’ll lose a lot of ground early on.

A balanced city could be settled near an area close to a body of water (fertile food and health) and hills (fertile production). Forests can be strong depending on your long-term strategy; plus if you don’t mind, deforestation can aid in speeding early production of workers or settlers but you lose out on health benefits or even late game resources from lumbermills. Floodplains may have fertile resources but increase unhealthiness.

You can be more selective for future cities. Seek out special resources and gather them with the appropriate structure. Stone or marble can speed certain wonder production and various resources aid health or happiness. Don’t place cities too close together but don’t place them too far apart either. You want to be close enough to provide defensive assistance in case of attack but far enough so each city can improve its own tiles.

Your capital is usually in the heart of your civilization and may not be as vulnerable to attack as your "border" cities that aren’t as developed. Consider being more defensive with their settlement. Place the city on a hill or close to more hills to aid your defenders. New cities should be placed for a reason not because you simply want to expand. Seek out valuable resources and settle a city to gather them. But place that city strategically: near food sources if you want to focus on growth or production sources if you want to focus on infrastructure.

Note that if two cities are placed along the same river, trade can occur without the need of roads or railroads.

City Improvements

Training a worker halts city growth. So train a worker once you have unlocked the improvements you wish to utilize.

Your capital’s initial development will certainly depend on the game situation but early on expect to have a warrior or scout exploring the land looking for a suitable spot for your next city (though you aren’t worrying about expansion just yet, just looking for the land to do so!). Your warrior or scout will also be seeking out the location of nearby leaders and possibly making first contact. Make a good first impression unless you want to spark an early dispute!

A worker will be one of the first units trained at your city (another warrior for town and unit defense or scout for exploration perhaps first) if you start in an area rich in resources. Realize that when you are training a worker or settler, your city devotes food to the production of that unit and not toward growth. Since your city stops growing while the worker is being trained, time production after your city has grown to a new size (perhaps even up to size three) instead of halting growth right before an increased population. Unless you have resources you’re hoping to grab, allow your city to grow before focusing on training a worker. Plus you may need to research appropriate techs to unlock the necessary worker improvements.

On higher difficulty levels, barbarians can be fierce and won’t hesitate to conquer your lightly defended towns. While your city grows through the first few stages of the game, train a few warriors to protect your town and use them later to provide escort for workers or settlers.

As stated, early research could also focus on the technologies specific for improvements wanted around your initial city. You could have fertile land for farming requiring Agriculture or on the coast with fish requiring Fishing. The chart below reveals the three basic worker improvements, required technology, and associated resource.

IMPROVEMENTREQUIRED TECHNOLOGYBASIC ASSOCIATION
FarmsAgricultureIncreases a tile’s food output. Built adjacent to fresh water. City focused on growth.
MineMiningIncreases a tile’s production output. Built on hills. City focused on construction.
CottagePotteryIncreases a tile’s commerce output. City focused on gold.

Each of the three basic improvements aid a city: farms increase food which increases city growth, mines increase production which speeds the construction of buildings or units, and cottages increase commerce which generates income for research, culture, or bartering. Researching the required technologies depends on the terrain surrounding your city. If you lack fresh water, researching Agriculture immediately won’t be a huge benefit since you can’t take advantage of farms.

Remember that you don’t have to build farms to generate food. Terrain tiles can generate their own food (plus you can find more from specific resources). It all depends on your strategy, certainly. If you are a Financial leader, spreading farms everywhere will limit your space for Cottages, which are really the main benefit to your civilization.

Use the worker to construct improvements to increase food, production, and commerce. You’ll also want to provide your cities with special resources. You’ll need a worker to help get that done!

Through researching other technologies, you’ll unlock further improvements that can be used on special resources to further aid your city. For instance, if your city has deer, fur, or ivory nearby, research the Hunting technology to unlock the camp improvement. Constructing a camp increases the value of these resources, which aid food, commerce, and production respectively (and supply other bonuses like health and happiness). Farm animals like horses, cows, pigs, or sheep can be improved with pastures from the Animal Husbandry technology. Cows, pigs, and sheep provide additional food and other bonuses to health and happiness; horses can be used with Horseback Riding technology to unlock Horse Archers.

The basic premise is that you should discover any special resources around your city and plan your research accordingly to take advantage of their benefits. Stone or marble near your city can be a big boon. If so, research Masonry as soon as possible to unlock the quarry improvement; with stone or marble aiding your city, you can construct particular wonders in half the time. Coastal cities should take advantage of the Fishing technology and use fishing boats on resources just offshore to provide a boost to food.

Don’t forget to attach special resources to your cities with roads. Eventually it’s a good idea to network your entire city (and subsequent cities) with roads to provide resource bonuses (like health and happiness) to other cities as well as provide faster transit for your military and economic units. Faster transit can be a big deal when it becomes necessary to defend one of your weaker cities or if you want to move a worker quickly to grab a special resource that your border just enveloped. Cities connected by rivers can trade without the need for roads.

The following table lists all special resources, requirements, and yields.

RESOURCEREVEALED BYIMPROVEMENT (TECH)BASE YIELDIMPROVED YIELDBENEFITS (WITH IMPROVEMENT)
AluminumIndustrialismMine (Mining)+1 Production+3 Production, +1 CommerceHalves construction speed of certain projects.
BananaN/APlantation (Calendar)+1 Food+2 Food+2 Health
ClamN/AFishing Boats (Fishing)+1 Food+2 Food+1 Health
CoalSteam PowerMine (Mining)+1 Production+3 ProductionRequired for Railroad
CopperBronze WorkingMine (Mining)+1 Production+3 ProductionHalves construction speed of certain buildings/wonders/projects.
CornN/AFarm (Agriculture)+1 Food+2 Food+1 Health
CowN/APasture (Animal Husbandry)+1 Food+1 Food, +2 Production+1 Health
CrabN/AFishing Boats (Fishing)+1 Food+2 Food+1 Health
DeerN/ACamp (Hunting)+1 Food+2 Food+1 Health
DyeN/APlantation (Calendar)+1 Commerce+4 Commerce+1 Happiness
FishN/AFishing Boats (Fishing)+1 Food+3 Food+1 Health
FurN/ACamp (Hunting)+1 Commerce+3 Commerce+1 Happiness
GemsN/AMine (Mining)+1 Commerce+1 Production, +5 Commerce+1 Happiness
GoldN/AMine (Mining)+1 Commerce+1 Production, +6 Commerce+1 Happiness
HorseN/APasture (Animal Husbandry)+1 Production+2 Production, +1 CommerceN/A
IncenseN/APlantation (Calendar)+1 Commerce+5 Commerce+1 Happiness
IronIron WorkingMine (Mining)+1 Production+3 ProductionHalves construction speed of certain wonders.
IvoryN/ACamp (Hunting)+1 Production+1 Production, +1 Commerce+1 Happiness
MarbleN/AQuarry (Masonry)+1 Production+1 Production, +2 CommerceHalves construction speed of certain wonders.
OilScientific MethodOil Well, Offshore Platform (Combustion)+1 Production+2 Production, +1 CommerceN/A
PigN/APasture (Animal Husbandry)+1 Food+3 Food+1 Health
RiceN/AFarm (Agriculture)+1 Food+1 Food+1 Health
SheepN/APasture (Animal Husbandry)+1 Food+2 Food, +1 Commerce+1 Happiness
SilkN/APlantation (Calendar)+1 Commerce+3 Commerce+1 Happiness
SilverN/AMine (Mining)+1 Commerce+1 Production, +4 Commerce+1 Happiness
SpicesN/APlantation (Calendar)+1 Commerce+1 Food, +2 Commerce+1 Happiness
StoneN/AQuarry (Masonry)+1 Production+2 ProductionHalves construction speed of certain wonders.
SugarN/APlantation (Calendar)+1 Food+1 Food, +1 Commerce+1 Happiness
UraniumPhysicsMine (Mining)N/A+3 CommerceHalves construction speed of certain projects.
WhaleN/AWhaling Boat (Optics)+1 Food+1 Production, +2 Commerce+1 Happiness
WheatN/AFarm (Agriculture)+1 Food+2 Food+1 Health
WineN/AWinery (Meditation)+1 Commerce+1 Food, +2 Commerce+1 Happiness

The following chart lists worker improvements and additional technologies, civics, and wonders that provide enhancements.

IMPROVEMENTENHANCED BY
FarmCivil Service (stretch farms from rivers), Biology (place farms anywhere)
MineRailroads (increased production)
CottageUniversal Suffrage (+1 production from town), Free Speech (+2 commerce from town), Emancipation (+100% growth for cottage, hamlet, village), Printing Press (+1 commerce each for village and town)
WorkshopChemistry (+1 production), Guilds (+1 production), State Property (+1 food)
WindmillReplaceable Parts (+1 production), Electricity (+1 commerce)
LumbermillRailroad (increased production)
WatermillReplaceable Parts (+1 production), Electricity (+2 commerce), State Property (+1 food)

Health, Happiness, and Culture

Apart from resources, there are other variables that can affect your city’s development: health, happiness, and culture. A city’s healthiness affects its growth. If unhealthiness surpasses healthiness then you lose food; when you lose food, you lose growth. An unhealthy city can actually begin to starve and lose its population. When you lose population, production suffers. One of your city management goals will be to balance a city’s growth with its health. The larger your city growths, the harder it becomes to counter increasing unhealthiness.

Happiness means a faithful working class. If the citizens are happy, they’re working the land--which provides food, production, or commerce. If unhappiness surpasses happiness, workers refuse to do their job. If they aren’t working, you’re losing food, production, or commerce that could be gathered. You must keep citizens happy and working to remain productive.

Keeping citizens happy keeps them working.

Finally culture is essentially your city’s influence on other civilizations. Culture determines the size and scope of your city’s borders--the higher the culture, the wider the borders. An influential city can even envelope a rival civilization’s border town. Your influential culture "convinced them" to become part of your civilization. It’s possible to focus a game and your cities entirely on culture and achieve victory.

The following list provides tips on improving your city’s health.

  • Terrain can have positive and negative effects on health. Fresh water and forests have positive effects and jungles and floodplains have negative effects. Eliminate jungles to remove the unhealthiness and keep forests to provide the health bonus (though the extra production from deforestation is tempting early on).
  • Certain special resources provide health bonuses. These are: banana, clam, corn, cow, crab, deer, fish, pig, rice, sheep, and wheat. Build improvements on these resources and link them to every city to provide a health bonus. You can also initiate trade with other civilizations for these resources.
  • Add certain structures to your city to increase health: aqueduct (+2 health), granary (+1 health from corn, wheat, rice), grocer (+1 health from banana, spice, sugar, wine), harbor (+1 health from clam, crab, fish), hospital (+3 health), supermarket (+1 health from cow, deer, pigs, sheep). The recycling center eliminates unhealthiness from buildings. Certain structures decrease health, such airports, forges, drydocks, laboratories, and factories.
  • The Hanging Gardens wonder aids health by increasing health +1 in all cities). The Ironworks wonder decreases health. Civilizations under the Environmentalism civic feature a health bonus +6 for all cities.

Culture determines your civilization’s influence. Increase culture to increase your borders. Wonders also add to culture. There’s Stonehenge.

The following provides tips on improving your city’s happiness.

  • Special luxury resources increase happiness (basically your citizens are kind of materialistic!). These resources include: dye, fur, gems, gold, incense, ivory, silk, silver, spices, sugar, whales, and wine. Construct improvements on these resources and link them to every city to provide happiness bonuses. You can also initiate trade with other civilizations for these resources.
  • Entertaining your citizens makes them happy and "encourages" them to keep working. Certain structures offer happiness bonuses. Build the following in your cities to increase happiness: religious structures (found multiple religions and spread them throughout your cities!), broadcast tower, coliseum, market (+1 happiness from fur, ivory, silk, or whales), forge (+1 happiness from gold, gems, silver), and theatre.
  • The Globe Theatre removes unhappiness from the city. Mount Rushmore decreases war unhappiness. The Eiffel Tower provides a free broadcast tower in every city. Hollywood provides hit movies and Rock ‘n Roll provides hit singles. Notre Dame increases happiness for all cities on the same continent.
  • A civilization under Hereditary Rule can increase happiness with each military unit stationed inside a city. Representation increases happiness +3 in the five largest cities. Nationhood supplies a happiness bonus for each barracks. Environmentalism adds a happiness bonus to forests and even jungles. Free Religion increases happiness for each religion in the city.

Specialize certain cities. For instance, transform a city into a research center with a library, observatory, scientist specialists, academy, and other structures and wonders that benefit science and research.

In general, culture ties into happiness (high culture often means high happiness) but it has its own purpose as well. High culture means high influence, which translates to larger borders. Your sweeping influence can overtake other cities and help expand your empire.

To generate high culture, start with a creative leader then found multiple religions and construct religious structures. You can focus your cities to generate large commerce (to eventually spend most of your income on culture after researching Drama) or production (to construct all culture related structures and wonders).

You’ll want to use artist specialists and turn your Great Artists into super specialists to generate more culture or even create great works for an instant boost to culture. Use the Free Speech civic, which increases culture by 100% (Caste System can also be good because you can have unlimited artists). Focus research on all culture-related technologies. Remember the first to Music provides a free Great Artist! A philosophical leader can be a good match. Increase Great People birth rate, focus on Great Artists, and use great works or turn them into super specialists.

City Management Tips

Use the tips below when managing your cities from early development and onward as you create specialized epicenters to train your military or fund your research.

  • Practice the art of chopping! You can use a worker to chop down forests, which are transformed into production. You can use chopping as a way of speeding production, which can be extremely important in the early game when you’re racing for some early wonders (such as Stonehenge) or training an army for an early rush. Train a worker immediately and research Bronze Working as quickly as possible to provide the ability to chop. You can level forests within or outside your borders. Forests do provide health benefits, though, so avoid clearing out every tile from around your city or you'll have to spend extra time later in the game figuring out a way to increase your city’s health.
  • Careful adding valuable wonders to your newly created cities, especially those on the edge of another civilization’s borders. A developing city that hasn’t been properly defended could be easily overtaken by a rival civilization (even its culture if the city is on the border) or even a barbarian horde. Think defensively first and protect your city from enemies before spending valuable production time on a wonder that might be lost if you haven’t trained adequate defenses.
  • Consider roles for your cities. Instead of haphazardly constructing buildings and wonders, focus the city’s development as a research center or one that trains military units or generates commerce. Add buildings that strengthen that focus then target wonders that further add to those strengths. Having fewer specialized cities can be a stronger strategy than having an expansive empire of generic cities that aren’t really good at any aspect of the game.
  • Unless you’re attempting a one city challenge, expansion is vital to the success of your civilization. The more cities you found, the greater the specialization you can use throughout all of your cities. Expansion is also important for gaining access to special resources that can be utilized by all of your cities with the construction of a proper road network. Resources that boost health can keep your cities growing; resources like stone and marble can speed wonder production; and resources like iron and copper are needed to train certain units. Expanding and establishing borders is important. Don’t neglect your city’s culture after you expand. Larger borders generate greater influence and helps keep those special resources within your territory.
  • You certainly won’t find every special resource within your borders. That’s what trade is for! Dial up your rival civilization leaders and look to trade resources. Other leaders may have commodities that would help your civilization, perhaps aiding health or happiness. Establishing a robust trade agreement with a neighboring civilization could also help ease border tensions and prevent a future clash. If that civilization declared war on you, those trade agreements would be broken. The leader would cause his civilization to suffer a hit. But consider your trades carefully. You may not want a powerful rival to have oil to create formidable late game units! Also think about trading with "distant" civilizations first. No reason to give a neighbor an edge!
  • Overcrowding generates unhappiness. It’s simply going to happen. As long as your city’s unhappiness is equal to or lower than happiness, there isn’t a problem. But if you grow your city faster than you can increase happiness (from structures, resources, religion, etc) then you have a few options. You can slow growth (through automation) or by adjusting the worked tiles or you can assign specialists. This will help decrease unhappiness but the specialists require extra food so be sure you’re still taking in extra food to feed specialists, which will serve to slow growth. Another way to slow growth would be to train a worker or settler; while training these units, food is used for production instead of growth. Or you could also select the city to avoid growth while you make the necessary changes to improve your citizens’ happiness!
  • Building a huge bankroll may seem comforting but it’s not really the best use of your funds. If you are generating a lot of extra gold per turn then it’s likely time to expand your empire. The extra gold can be put toward maintaining another city. It could also mean you should use a civic with higher upkeep (which are generally more helpful, but not always). You could also use extra gold as tributes or "bribes" for rival civilizations as well as a way to rush production of certain structures or units under the Universal Suffrage civic.

  • The joy of Civilization IV (and its predecessors) is you make your own walkthrough. Many, many strategies can work successfully. Plus, maps are randomized as are neighboring civilizations so subsequent games can differ drastically. So a player’s preferred build order may work for him but be completely foreign to another. But in general (and let’s repeat, in general) your city management early on should be to find a suitable location for your capital (on the first turn or, at worst, the second to fourth turns), train defenses or a scout, allow your city to grow steadily, train a settler to expand, defend your cities from easy grab, train a worker to grab resources and improve your cities’ surrounding tiles.
  • Having an early scout (expansionist civilizations or those with Hunting already researched) can pay off big time with proper exploration. Scouts gain more from the native tribal huts scattered around the map. Instead of allowing the scout to explore on its own, maximize its movement to reveal as much of the map as possible searching for the valuable huts. Scoring multiple huts could give you a significant edge early in the game. You could score a free technology or even a settler to expand your empire early. Finding a settler also means your capital can grow instead of spending the time and resources training a settler.
  • In most case you’d want to allow your city to grow before training a worker. While producing a worker, your city stops growing as food is used for production of the worker. Also, if you train a worker immediately you probably won’t have researched the necessary technologies to unlock the worker’s tile improvements to even make use of his abilities. Train an early worker when there are valuable resources around your city, you have met prerequisites for the land improvements that will help immediately, or if on these first few turns the worker costs the same production as a warrior.
  • If you found a city on top of a special resource, such as stone or marble which can speed the production of certain wonders, then you gain the resources benefits but you lose the ability to build an improvement on that tile and would lose out on any additional food, production, or commerce that tile could generate with the improvement. You might want to found a city on a resource to prevent a rival civilization from destroying the improvement but it’s still more advantageous to found the city adjacent to the resource then strengthen the city’s culture to keep your borders wide and strong and keep the city well-defended and ready to act should an invader close in on your valuable improvement.

Great People

Lay the foundation for Great People with a philosophical leader. Each offers unique abilities. Drop a

Great People are a big part of Civilization IV. These are exemplary citizens that can provide a huge boost to your city. Although you have the innate ability to generate Great People, you can increase that rate through various means, including your leader’s trait. Select a leader with the philosophical trait to gain a 100% bonus to Great People birth rate. Combine it with a wonder (National Epic) or even a civic (Pacifism) for further increases to the Great People birth rate. The type of Great Person birthed depends on your allocation of specialists (wonders also provide tendencies), which also serves to increase Great People. Cities with abundance of food (make farms!) can switch workers to specialists. The more specialists, the greater the chance of a Great Person birth.

When a Great Person births in one of your cities you have a decision how best to put that Great Person to use. All Great People can be turned into "super specialists" for increased generation of production or commerce or even culture in regards to the Great Artist.

If you receive a Great Scientist, construct the Academy as your first choice. The Academy’s benefits to research are invaluable. Advancing through the technology tree--no matter your overall strategy--is a vital aspect of the game. Better techs provide better units, civics, wonders...essentially everything in the game.

You could also use Great People to receive a free technology. Certainly good here and there; the compounding nature of many, many free technologies can really add a punch to your civilization.

The Great Artist can produce a "Great Work" for an instant "+4000" boost to that city’s culture. This can be useful when you are within range for the next border expansion or if a rival’s city lies just on your border. The increased culture and influence could "encourage" that rival’s city to convert to your influential way of life.

Use Great Prophets to build a shrine (in a Holy City, where a religion was founded) if you’re serious about spreading your religion. Spreading your religion has big advantages, especially when you factor in the commerce benefits of the shrine (adds gold for every city with that religion). Great Engineers can rush production of your current item in queue; awesome for completing production on a wonder since you could lose that wonder if another civilization completes production before you do!

Great People can help you create specialized cities, for instance a research center with science structures and wonders such as a library or observatory and the great library and Great Scientist’s Academy or super specialists. Or perhaps a culture focused city with a theatre and Globe Theatre as well as Great Artists converted into super specialists.

Making a city focused on Great People means food; floodplain and grassland tiles that produce high food output are ideal locations. You’ll want farms...many farms on all flat tiles to support high population. Use food surplus to change workers into specialists. Maintain good production for wonders that specifically add to your Great People birth rate or specialists. Civic selections should also focus on specialists (Representation, Caste System) or Great People bonuses (Pacifism). You’re growing fast so keep citizens happy with structures and wonders that improve happiness (of course, the Globe Theater is optimal since it removes unhappiness).

Chapter 3 - Civics

Civilization IV civics are essentially how you are choosing to lead your civilization. It’s your government. You may want to lead a pacifist society that shuns war or a police state that basically encourages it. Civics are unlocked through technologies as well as the Pyramids wonder (it opens up all the "Government" civics for use). You can switch civics but suffer a turn of anarchy while the revolution takes place. During this time your civilization’s infrastructure basically grinds to a halt. A "Spiritual" leader can change civics and state religions without an anarchy penalty.

The following chart lists all of the available civics, requirements, and effects. Continue after the chart for specific tips on implementing each civic into your overall gameplay strategy.

CIVICTYPEUPKEEPTECHNOLOGY REQUIREMENTFOCUSEFFECTS
BarbarismLegalLowNoneNoneNone
BureaucracyLegalMediumCivil ServiceProduction+50% production, +50% commerce in capital
Caste SystemLaborMediumCode of LawsSpecialistsUnlimited artists, scientists, merchants
DecentralizationEconomyLowNoneNoneNone
DespotismGovernmentLowNoneNoneNone
EmancipationLaborNoneDemocracyCommerce+100% growth for cottage, hamlet, village. Unhappiness penalty for civilizations without Emancipation
EnvironmentalismEconomyHighEcologyHealth and Happiness+6 health in all cities; +1 happy from forests and jungles
Free MarketEconomyLowEconomicsTrade+1 trade routes per city
Free ReligionReligionLowLiberalismHappiness and Research+1 happy per religion in a city; +10% research in all cities
Free SpeechLegalNoneLiberalismCulture+2 gold from town; +100% culture in all cities.
Hereditary RuleGovernmentMediumMonarchyMilitary+1 happy per military unit stationed in city.
MercantilismEconomyMediumBankingSpecialists+1 free specialist per city; no foreign trade routes
NationhoodLegalLowNationalismMilitaryCan draft three units per turn; +2 happy per barracks
Organized ReligionReligionHigh MonotheismProductionCan build missionaries without monastery; cities with state religion construct buildings 25% faster
PacifismReligionNonePhilosophyGreat People+100% great person birth rate in cities with state religion; +1 gold support cost per military unit
PaganismReligionLowNoneNoneNone
Police StateGovernmentHighFascismMilitary+25% military unit production; -50% war weariness
RepresentationGovernmentLowConstitutionResearch+3 beakers per specialist; +3 happy in five largest cities.
SerfdomLaborLowFeudalismProductionWorkers build improvements 50% faster
SlaveryLaborLowBronze WorkingProductionCan sacrifice population to finish production in a city
State PropertyEconomyNoneCommunismCommerce, FoodNo maintenance costs from distance to palace; +1 food from workshop and watermill
TheocracyReligionMediumTheologyMilitary+2 experience points in cities with state religion; no non-state religion spread
TribalismLaborLowNoneNoneNone
Universal SuffrageGovernmentMediumDemocracyProduction+1 production from towns; can spend gold to finish production in a city
VassalageLegalHighFeudalismMilitaryNew units receive +2 experience points; lower unit support costs

The following list features some strategies for implementing civics as part of your overall civilization strategy.

  • Civics have upkeep costs so using multiple civics can be a big drain on your treasury, but certainly offer powerful combinations to those with big bank accounts. The tips below offer some suggestions on using civics including combinations. Just be careful that you don’t overextend your civilization. Consider the best option that maintains income for other needs, like research, culture, city maintenance, or an army.
  • Universal Suffrage is a favorite of the American Empire leaders and a good complement for any financial traits. If you’re gearing to generate large commerce to fund research, expansion, culture, military, etc, then you’re going to be building cottages, which will eventually expand. Universal Suffrage adds a production bonus to town tiles. You can also use your treasury to hurry unit and structure production. It’s excellent in mid-to-late game when you have the towns to gain big benefits. Don’t adopt early on when the medium upkeep can’t really be offset with few (or even none) towns. Free Speech will also be a useful civic for the financial player that creates a massive amount of cottages that evolve into towns; Free Speech increases commerce from towns. Further combine with Emancipation (+100% growth for cottage, hamlet, village). Free Market is another nice addition for its added commerce.
  • A defensive minded player can use Hereditary Rule to keep citizens happy and working. You receive a happiness bonus for each military unit stationed in the city--a defensive player will have military units protecting his cities, why not get some use out of them? As you increase happiness from other means (entertainment, culture, religion) switch to a more advantageous civic for your desired strategy but Hereditary Rule is a decent civic in the early game.
  • Use the Civic Advisor to switch civics. A spiritual leader suffers no anarchy penalty when changing civics. Other leaders should use caution and not haphazardly put their citizens under the strain of change.
  • When creating an army, use Vassalage and/or Theocracy (with a state religion) to train experienced units to be promoted. Combine this with an aggressive leader trait (free Combat I promotion for melee and gunpowder units) for added effect. As war wages, Police State speeds reinforcement production and reduces unhappiness due to your warmongering. Likewise, if you see a neighboring civilization change to Vassalage and Theocracy rule, prepare for war!
  • Bureaucracy (+50% production, commerce in capital) is strong for smaller civilizations where the capital is your primary focus. This also makes it strong in the early game to help increase your capital’s output. Combine with Universal Suffrage to speed production using gold and with Serfdom so workers build production improvements faster.
  • Civic selection can help improve your civilization’s happiness. Free Religion is perhaps the most important as long as you have also spread multiple religions throughout your cities. Free Religion adds +1 happiness for each religion in each city. Add to that Free Speech for its increase in culture and Mercantilism for its free specialist, which can be used as an artist to entertain your citizens.
  • A player focused on Great People should utilize Pacifism and its +100% to great person birth rate. It’s a peaceful civic, however, that features penalties for armies by increasing support costs. Appease other leaders with technology, trade, or gold to remain on their good sides. Combine Pacifism with other Great People benefits (philosophical leader trait and the National Epic wonder) for further increases to birth rate. Caste System and Representation are good civic matches because of the increased specialists and use from specialists. Use your Great People to increase culture, research, or production depending on your other strategies.
  • Many Government civics (and others as well) are favored by each leader as "favorite" civics. For instance, Alexander, Catherine, Hatshepsut, Huayna Capac, Kublai Khan, and Louis XIV all prefer Hereditary Rule. By adopting a favored civic, you gain a diplomatic bonus with that rival leader. It may become necessary to bridge a brief or even long-term alliance by switching to a favored civic so you can improve trade relations or even prevent a war.
  • The Heroic Epic and Mount Rushmore wonders are good pairings for the Police State civic. Adopting Police State means you’re in a prolonged war. You receive a +25% boost to military production and decreased war weariness. Adding Heroic Epic increases military production even further and Mount Rushmore further decreases war weariness.
  • To emphasize research, use the Mercantilism and Representation civics for scientist specialists and increased research from those specialists. Add +10% research in all cities with the aid of the Free Religion civic. Civics improving commerce also indirectly aid research since you will have more funds to devote to researching technologies.

Chapter 4 - Religion

Civilization IV adds religion to its already deep and complex gameplay. Although it’s certainly possible to play entire games of Civilization IV without utilizing religions, the benefits of founding, spreading, and practicing one or more of the seven available religions certainly encourages you to experiment with the new feature.

Religions are founded through technology research. The first to research certain technologies founds the religion and can then spread it to other cities and civilizations and begin to construct religions temples for happiness and culture and eventually special structures to generate income.

The chart below reveals the technologies required to found specific religions. Expect computer-controlled civilizations to found a religion or two; certainly one civilization will go for Buddhism, which is the easiest to found on the technology tree.

RELIGIONDISCOVER TECHNOLOGY TO FOUND
BuddhismMeditation
ChristianityTheology
ConfucianismCode of Laws
HinduismPolytheism
IslamDivine Right
JudaismMonotheism
TaoismPhilosophy

A Uniter or a Divider

Having multiple religions provides the opportunity to change your state religion to appease a rival or to gain more benefit from a particular civic.

Religion is one of the largest factors in diplomacy. Sharing a religion with another civilization provides a diplomacy bonus. You will have a good relationship and be able to conduct various trades and alliances much easier because of the common bond shared; take note of the positive benefit from the shared religion while highlighting the other civilization’s name and revealing the pluses and minuses that are factoring into your good or bad relationship.

And it’s religious differences that can play a huge role in poor trade relations and even war. It’s a huge diplomacy negative to have a "heathen" religion according to your rival civilization. Couple it with a few other factors (you refused to give us tribute!) and troops could be filing into your borders and straight for your cities. Religions can unite you with other civilizations or divide you.

One of the pluses (and there are several as these tips will discuss) to having multiple religions (and being a spiritual leader) is to switch state religions to match other civilizations to get on better terms, even if it’s only temporary (perhaps to form a short alliance or to negotiate a valued trade). Perhaps a neighbor civilization has a different state religion. Perhaps that same neighbor civilization is a military powerhouse. It would likely be in your best interest to switch your state religion to match so you can help maintain the peace! Once again that shared religion bonus is a big factor in keeping other leader’s in your good graces.

Spreading the Faith

Because shared religion is such an important factor in successful diplomacy, it’s wise to spread your state religion to other civilizations. You do so by sending a missionary (or multiple missionaries) into a rival civilization’s city and spread the faith. You can found and spread multiple religions. You can select one as your "state" religion. If another civilization adopts your founded state religion, you can gain sight on their city.

The key to spreading the faith is obtaining open borders agreements with other civilizations. Now you can freely explore inside their borders and send missionaries to their cities to spread your religions. This is important early on not only to maintain good diplomacy with neighbors but to lay the groundwork for a stronger civilization in the late game when you have turned religion into quite a profit.

If you plan to focus on religion, construct temples and subsequent religious structures (monasteries, cathedrals, etc) for their various bonuses to happiness, research, and culture. You can also use priest specialists and spawn Great Prophets. You can build a shrine in cities religions were founded ("Holy Cities"). The shrine supplies benefits of other religious structures but also generates commerce for each city that bears the shrine’s religion. This can be very, very profitable if you’ve spread your religion faithfully! Found multiple religions and build multiple shrines. Spread the faiths around to foreign cities and start earning.

Religion can impact your technology decisions. For instance, perhaps you want to add Free Religion to help boost happiness. You’ll need Liberalism.

Founding a religion early will help the spread of the faith. If you wait and found a religion that requires a later technology (such as Christianity) then other civilizations will already have founded their religions and spreading yours (and maintaining good diplomacy) will be more difficult. But founding an early religion also means devoting research time to those technologies and not to technologies that may help you gather resources or even rush to construct an army. Focusing your entire strategy on religion and its profits is viable but obviously can leave you vulnerable to other tactics, for instance a military rush. If you want to aim for early and multiple religions, choose a leader that already has the Mysticism technology researched. These leaders are: Asoka (Indian), Gandhi (Indian), Huayna Capac (Incan), Isabella (Spanish), Montezuma (Aztec), and Saladin (Arabian). Follow the tech tree through the religions and found them first!

Keep in mind that religions will need to be spread within your own empire as well. One city may found a religion but others in your empire may not adopt it or may even be influenced by a rival’s civilization’s religion. Use missionaries to spread the faith within your own borders. Spread your state religion to gain more from its benefits. Having multiple religions in each city isn’t a bad thing. You could use the Free Religion civic to help boost happiness throughout your civilization; it adds +1 happiness per religion for each city.

A State Religion

Not having a state religion means not sustaining the diplomatic penalties from religious differences but you also gain none of the benefits to happiness, culture, and (if you’re dedicated) commerce. The advantages to religion are high and although you can win games without one, it’s certainly worth adding them into your strategies. For instance, there are several civics that provide bonuses to civilizations with state religions. For instance Organized Religion provides +25% building constructions for cities with a state religion. Not to mention dedication in spreading your faith can earn a lot of commerce from those shrines as the game progresses. See the "Civics" section of this game guide for a chart of all civics including those that combine with state religion for additional benefits.

Your state religion can be changed. Perhaps you found multiple religions and one has spread through the world better than the other you can switch that to your state religion to gain more benefit. Or perhaps you want to switch to improve your relationship with a rival civilization (or even ruin a relationship!). You can found a religion but not use it as a state religion as well. Having multiple religions but not using a state religion seems to generate more culture for each of the cities that founded a religion.

If you don’t want to found a religion you can still gain one through influence and even switch it to your state religion to maintain peace with other civilizations that have adopted it as well. Keep an eye on your religion advisor and you can even cause some wars by looking for civilizations with differences and pitting them against each other. This could even be part of your long-term strategy by choosing how you spread your own religion (or religions) in the first place!

Religious Structures

The following table compiles the religious structures, cost, requirements, effects, and other statistics.

STRUCTURETYPECOSTCULTUREGREAT PEOPLEREQUIREMENTEFFECTS
All MonasteriesMonastery60+2N/AMeditation (and monastery’s religion)+10 research points. Can train religion’s missionaries in city. Obsolete with Scientific Method.
All TemplesTemples80+1N/APriesthood (and temple’s religion)+1 happiness, can turn one citizen into Priest.
Buddhist StupaCathedral300+50%N/AMusic, Buddhist temples+2 happiness if state religion is same as building. +1 happiness from incense. Double production speed with copper. Can turn two citizens into Priest.
Christian CathedralCathedral300+50%N/AMusic, Christian temples+2 happiness if state religion is same as building. +1 happiness from incense. Double production speed with copper. Can turn two citizens into Priest.
Confucian AcademyCathedral300+50%N/AMusic, Confucian temples+2 happiness if state religion is same as building. +1 happiness from incense. Double production speed with copper. Can turn two citizens into Priest.
Hindu MandirCathedral300+50%N/AMusic, Hindu temples+2 happiness if state religion is same as building. +1 happiness from incense. Double production speed with copper. Can turn two citizens into Priest.
Islamic MosqueCathedral300+50%N/AMusic, Islamic temples+2 happiness if state religion is same as building. +1 happiness from incense. Double production speed with copper. Can turn two citizens into Priest.
Jewish SynagogueCathedral300+50%N/AMusic, Jewish temples+2 happiness if state religion is same as building. +1 happiness from incense. Double production speed with copper. Can turn two citizens into Priest.
Taoist PagodaCathedral300+50%N/AMusic, Taoism temples+2 happiness if state religion is same as building. +1 happiness from incense. Double production speed with copper. Can turn two citizens into Priest.
The Church of the NativityShrineSpecial4+1Christian Holy City, Great Prophet+1 commerce per turn for every city with Christianity. Spreads Christianity. Can turn three citizens into Priest. More likely to generate Great Prophet.
The Dai MiaoShrineSpecial4+1Taoist Holy City, Great Prophet+1 commerce per turn for every city with Taoism. Spreads Taoism. Can turn three citizens into Priest. More likely to generate Great Prophet.
The Kashi VishwanathShrineSpecial4+1Hindu Holy City, Great Prophet+1 commerce per turn for every city with Hinduism. Spreads Hinduism. Can turn three citizens into Priest. More likely to generate Great Prophet.
The Kong MiaoShrineSpecial4+1Confucian Holy City, Great Prophet+1 commerce per turn for every city with Confucianism. Spreads Confucianism. Can turn three citizens into Priest. More likely to generate Great Prophet.
The MahabodhiShrineSpecial4+1Buddhist Holy City, Great Prophet+1 commerce per turn for every city with Buddhism. Spreads Buddhism. Can turn three citizens into Priest. More likely to generate Great Prophet.
The Masjid al-HaramShrineSpecial4+1Islamic Holy City, Great Prophet+1 commerce per turn for every city with Islam. Spreads Islam. Can turn three citizens into Priest. More likely to generate Great Prophet.
The Temple of SolomonShrineSpecial4+1Jewish Holy City, Great Prophet+1 commerce per turn for every city with Judaism. Spreads Judaism. Can turn three citizens into Priest. More likely to generate Great Prophet.

Chapter 5 - Military

Focus your unit promotions on the unit’s task, environment, as well as what units your enemy trains.

This section offers a collection of tips on training an army and using it to defend your civilization or aggressively conquer a rival civilization.

  • Early town defense is important, especially on higher difficulty levels. Those barbarians are a sneaky bunch! Escort your workers and settlers with warrior (or greater) defenses and be sure to station units within your cities to protect from an easy barbarian grab.
  • Use unit promotions that take advantage of the unit’s chosen purpose. If you plan to keep the unit within your city walls, upgrade the city defense promotion. If your city is surrounded by forests and jungles, use the woodland promotion. If you’re using the unit to attack cities, upgrade the city raider promotion. Specialization can be powerful. Instead of simply upgrading a unit’s base strength, consider its purpose. Also consider what your rival civilizations (especially neighboring or "hostile" civilizations) are producing. Use promotions to help counter your enemy’s forces.
  • Develop a strong military with the combination of civics, wonders, and buildings. For instance, choose an aggressive leader for the promotion bonus for melee and gunpowder units. Construct a Barracks in the city so each trained land unit receives an experience boost upon creation. Add the wonders West Point, Pentagon, and Heroic Epic. Use the civics Vassalage and Theocracy. You could also use Police State to increase production and to aid in keeping your citizens happier during war (the Mount Rushmore wonder also helps in that regard). With those structures, wonders, and experience point civics you could train promoted units (Combat III+ and with a Medic promotion potentially) straight from your city. Basically once you have them available, you should always be creating military units under Vassalage and Theocracy rule. Likewise, keep an eye out for civic changes of your rivals. Your neighbor just switched to Vassalage or Theocracy rule? Get ready!
  • Siege weapons are invaluable. Use them to inflict collateral or splash damage against a group of enemy units or the city defenses of a rival civilization’s town. Whittle down the defenses with your siege barrage before moving in your other forces. When attacking a rival city, use siege weapons to lower city defenses to 0% before moving in with other forces. Once defenses are lowered, that siege weapon should attack defending units. It’ll likely perish but the collateral damage inflicted will provide a boost to your remaining attackers--you will be attacking weakened enemy defenders.
  • Consider your units’ strengths and weaknesses, such as a pikeman’s bonus against mounted units. These bonuses are especially important when attacking a single enemy unit. When attacking a unit group, your pikemen may go up against archers instead of those mounted troops. Against unit groups or stacks it’s better to weaken with siege before assaulting in full. The defender utilizes its best "defender" so you could very well be up against your counter (attack with cavalry, you’re up against spearmen). Scouting the enemy and its unit groups will be very important in deciding what units (and what promotions) to use for your own forces.
  • Many times pillaging your rival’s terrain improvements will be just as damaging (and rewarding to you) as crushing a group of units. Also, when conquering a rival city, consider the ramifications of occupying or simply burning down that city. Occupying the city means dealing with the revolt as well as the maintenance cost once that city comes under your fold. It may be more headache than benefit. You may want to simply destroy the city and move on to the next one, especially if it’s far from your other city’s and difficult to protect from a counterattack.
  • Roads build a trade network between your cities but they’re also important in shuffling your military units quickly between your cities (for defense) and even a rival’s city (for attack). Construct some road’s toward a rival civilization and you can get your troops to the front line as quickly as possible.
  • As stated, the defending unit group has a distinct advantage: it sends its best defender against your attacker. Therefore you may need to overwhelm your enemy group to defeat the defenders. Try to avoid "close" battles. Be sure you have a huge advantage before conducting the battle. Soften the enemy group up with artillery. Even if you lose the artillery, it’s worth that extra damage for when your real troops move into the fight.

Chapter 6 - Technology and Wonders

Civilization IV’s technology tree is diverse and complex. You could choose to research many technologies providing flexibility for your civilization or make a straight path for the more advanced technologies. As with most aspects of civilization, your research decisions depend on the situation.

Consider your early research based on the worker improvements as well as special resources around your cities. If there’s stone available, perhaps research Masonry early so you can construct a quarry and speed up wonder production. Perhaps you want to chop down some forests to speed up production; then research Bronze Working as soon as possible.

Alphabet is a popular tech because it allows you to trade technologies with other civilization leaders. Be warned however that the other leaders aren’t swindled. They usually offer lesser techs for more advanced techs. Don’t give up advanced technologies for a small price. Leading the tech tree is a huge part of the game. Don’t allow the other leaders to catch you, especially if you’re aiming for a space race victory. Be very careful what you give up! You may give up a valuable military tech to a rival then a few turns later he’s declaring war on your civilization.

Have research goals in mind as you maneuver through the tech tree. There are a lot of useful low level techs but what to research could depend on your strategy. Plus you could always use Alphabet to trade for them later!

Archery, Horseback Riding, and Bronze Working are important early military techs for the aggressive types. Bronze Working reveals copper and supports some important military units such as spearmen (to counter mounted units, a favorite of the computer-controlled leaders). Horseback Riding is essential for mounted units and archery for ranged units; archers provide solid town defense.

Speed research by constructing buildings (such as a library) that add "beakers" or otherwise improve research. Utilize scientist specialists and gear a city completely toward research. A wealthy city will also help. You can divert that "tax" income completely toward research to speed the acquisition of technologies.

Technologies are also key to founding religions. While you can ignore religion completely, founding and utilizing religions can be a huge boost to commerce and happiness.

Research and Technologies

The table below lists all technologies, research cost, special features, unit, building or wonder requirement the tech meets, and prerequisites for the technology.

TECHNOLOGYCOSTFEATUREUNIT OR BUILDING/WONDER REQUIREMENTTECH PREREQUISITE
Agriculture60Can build a farmN/AN/A
Alphabet300Enables technology trading.N/AWriting
Animal Husbandry100Can build a pasture.N/AHunting or Agriculture
Archery60N/AArcher, Skirmisher, Longbowman, Crossbowman, Cko-Ko-Nu, Horse Archer, Keshik, Camel ArcherHunting
Artillery2000N/AArtilleryPhysics, Steel, and Rifling
Assembly Line2600N/AInfantry, Factory, Coal Plant, and PentagonCorporation and Steam Power
Astronomy1600Obsoletes the Colossus and enables trade on ocean.Galleon, Frigate, and ObservatoryCalendar and Optics
Banking700Enables MercantilismBankCurrency and Guilds
Biology2200Can build farms without irrigation. Farm +1 food.N/AChemistry and Scientific Method
Bronze Working120Can chop down a forest. Reveals copper. Enables Slavery.AxemanMining
Calendar350Obsoletes Obelisk, Stonehenge. Centers world map. Can build a plantation.N/ASailing and Mathematics
Chemistry2000Obsoletes the Parthenon. Workshop +1 production.Grenadier, FrigateEngineering and Gunpowder
Civil Service800Farms spread irrigation. Enables Bureaucracy.Maceman and SamuraiCode of Laws or Feudalism
Code of Laws350Enables Caste System. First to discover founds Confucianism.Courthouse, Chichen ItzaWiring and Priesthood or Currency
Combustion2400Obsoletes whale. Can build a well.Transport, Destroyer, SubmarineRailroad
Communism2000Enables permanent alliances. Enables State Property.Spy, Scotland Yard, The KremlinLiberalism and Scientific Method
Compass400N/AExplorer, HarborSailing and Iron Working
Composites5000N/AModern Armor, Jet Fighter, Stealth BomberPlastics and Satellites
Computers4500Obsoletes Angkor Wat, The Spiral MinaretModern Armor, LaboratoryRadio
Constitution2000Enables Representation.JailCode of Laws and Nationalism
Construction350Enables bridge building.War Elephant, Catapult, ColosseumMasonry and Mathematics
Corporation1400Obsoletes The Great Lighthouse. +1 trade routes per city.Wall StreetConstitution and Economics
Currency400+1 trade routes per city. Enables gold trading via Diplomacy.Market, GrocerMathematics
Democracy2200Enables Universal Suffrage, Emancipation.Statue of LibertyPrinting Press and Constitution
Divine Right1000First to discover founds IslamVersailles, The Spiral MinaretTheology and Monarchy
Drama300Can adjust culture rateTheatre, Globe TheatreAlphabet
Ecology3500Can scrub fallout. Enables EnvironmentalismRecycling Center, SS Life SupportBiology and Plastics or Fission
Economics1000First to discover receives a Great Merchant. Enables Free Market.N/ABanking and Eduction
Electricity2800Windmill +1 commerce. Watermill +2 commerce.Bunker, Bomb Shelter, BroadwayPhysics
Engineering900+1 road movementPikeman, Castle, The Hagia SophiaMachinery and Construction
Fascism1800Enables permanent alliances. Enables Police State.Mt. RushmoreNationalism and Assembly Line
Feudalism700Enables Vassalage and SerfdomLongbowmanWriting and Monarchy
Fiber Optics5500Obsoletes the Kremlin.Internet, SS CockpitComputers and Plastics or Satellites
Fishing40Can work water tiles. Can create fishing boatsWork BoatN/A
Fission3500N/AICBM, Nuclear Plant, The Manhattan ProjectElectricity
Flight3000N/AGunship, Carrier, Fighter, Jet Fighter, Bomber, Stealth Bomber, AirportPhysics and Combustion
Fusion6000First to discover receives a Great EngineerSS EngineFission and Fiber Optics
Future Tech6000+1 happiness in all cities. +1 commerce in all citiesN/AComposites and Genetics
Genetics5500+3 happiness in all cities.SS Stasis ChamberRefrigeration and Computers
Guilds900Workshop +1 production.Knight, Camel Archer, Conquistador, GrocerFeudalism and Machinery
Gunpowder1000N/AMusketman, Musketeer, Cavalry, CossackGuilds or Education
Horseback Riding250N/AHorse Archer, Keshik, Knight, Camel Archer, Conquistador, Cavalry, CossackAnimal Husbandry
Industrialism3000Obsoletes Ivory. Reveals aluminum.Marine, Navy SEAL, Tank, Panzer, BattleshipElectricity and Assembly Line
Iron Working200Can remove jungle. Reveals ironSwordsman, Jaguar, PraetorianBronze Working
Liberalism1200First to discover receives a free technology. Enables Free Speech and Free ReligionN/APhilosophy and Education
Literature200N/AHeroic Epic, National Epic, The Great LibraryPolytheism and Alphabet
Machinery700Can build a windmill and watermillMaceman, Samurai, Crossbowman, Cho-Ko-NuMetal Casting
Masonry80Can build a quarryWall, Aqueduct, The Pyramids, The Great LighthouseMining or Mysticism
Mass Media2800N/ABroadcast Tower, Hollywood, The United NationsRadio
Mathematics250Can build a fortAqueduct, The Hanging GardensWriting
Medicine2600N/AHospital, Red CrossOptics and Biology
Meditation80Can construct Monastery. First to discover founds Buddhism.MonasteryMysticism
Metal Casting350Can build a workshopForge, The ColossusPottery and Bronze Working
Military Tradition1800Enables defensive pactsCavalry, Cossack, West PointMusic and Nationalism
Mining50Can build a mineN/AN/A
Monarchy300Can build a winery. Enables Hereditary RuleN/APriesthood or Monotheism
Monotheism120Enables Organized Religion. First to discover founds JudaismN/AMasonry and Polytheism
Music600First to discover receives a Great Artist. Can construct cathedralNotre Dame, religious cathedralsMathematics and Literature or Drama
Mysticism50N/AObelisk, StonehengeN/A
Nationalism1600Enables NationhoodHermitage, The Taj MahalCivil Service and Divine Right or Philosophy
Optics600+1 sight across water. Can create whaling boats.CaravelCompass and Machinery
Paper600Enables map tradingN/ATheology or Civil Service
Philosophy800Enables Pacifism. First to discover founds Taoism.Angkor WatMeditation and Code of Laws or Drama
Physics2400First to discover receives a Great Scientist. Reveals uraniumN/AAstronomy and Scientific Method
Plastics4000Obsoletes fur. Can create offshore platform.Hydro Plant and The Three Gorges DamCombustion and Industrialism
Polytheism100First to discover founds HinduismThe ParthenonMysticism
Pottery80Can build a cottage.GranaryThe Wheel and Agriculture or Fishing
Priesthood60Can construct templeOracleMeditation or Polytheism
Printing Press1200Village +1 commerce. Town +1 commerceN/AMachinery and Paper
Radio3000N/ASubmarine, Bomber, The Eiffel Tower, Rock N RollElectricity
Railroad2200Can build a railroadMachine GunSteam Power and Steel
Refrigeration2800+1 extra moves for water unitsSupermarketBiology and Electricity
Replaceable Parts1600Can build a lumbermill. Windmill +1 productionN/ABanking and Printing Press
Rifling1400Obsoletes Chichen ItzaRifleman, Redcoat, Infantry, Marine, Navy SEAL, Mechanized Infantry, Tank, PanzerGunpowder and Replaceable Parts
Robotics5000N/AMechanized Infantry, Stealth Bomber, The Space Elevator, SS Docking BayPlastics and Computers
Rocketry4500N/ASAM Infantry, Gunship, ICBM, Apollo Program, SS CasingRifling and Flight or Artillery
Sailing100Enables trade on coastGalley, LighthouseFishing
Satellites3500Reveals world mapSDI, SS ThrustersRadio and Rocketry
Scientific Method1800Obsoletes The Great Library and Monastery. Reveals oilN/APrinting Press and Chemistry or Astronomy
Steam Power1800Obsoletes the Hagia Sophia. Workers build improvements 50% faster. Reveals coal.IroncladChemistry and Replaceable Parts
Steel2400N/ACannon, Ironclad, Drydock, IronworksIron Working and Chemistry
The Wheel60Can build a roadChariot, War Chariot, ImmortalN/A
Theology500Enables Theocracy. First to discovery founds Christianity.The Sistine ChapelWriting and Monotheism
Writing120Enables open borders.LibraryPriesthood, Animal Husbandry, or Pottery

Wonders

Most veterans would say that the Civilization IV wonders aren’t quite the powerhouses from the previous game...however, they’re still important especially when you plan ahead and gear your wonder construction within your overall strategy. Like everything else in Civilization IV, don’t haphazardly build wonders just to have one. Consider your choices carefully and construct a wonder that may counter one of your civilization’s weaknesses or, perhaps more importantly, boost its strengths immensely.

There are a few types of wonders: national, world, and projects. There is a limit to the number of national wonders you can construct in a city. And wonders are limited to the civilization that built them. You could be currently constructing a wonder such as Broadway only to see the German Empire completed the wonder just a few turns before you would have finished. When that happens, you lose out on the wonder and the valuable construction time. Wonders are expensive and take many turns to complete. During that time you could be devoting production to military or city improvements so, as stated, you must choose wisely. Some wonder’s effects become obsolete at certain technology milestones. That’s why it’s important to plan ahead and build early rather than late!

You can speed some wonder production with resources. Stone and marble double the production speed of many wonders (a few other resources, like aluminum also aid in the construction of wonders or projects). It’s worth seeking out stone and marble while scouting the map. If you locate one of these resources, move a settler there to found a nearby city so you can take advantage of these resources. Being an Industrious leader also benefits wonders: the Industrious trait increases wonder production speed by 50%.

The chart below lists the national, world, and project wonders. The table includes the wonder’s production cost, boosts to culture and great people, requirements, and effects (which include resource bonuses, if and when the wonder becomes obsolete, and the wonder’s great people point influence).

WONDERTYPECOSTCULTUREGREAT PEOPLEREQUIREMENTEFFECTS
Angkor WatWorld5008+2Philosophy+1 hammer from Priest in all cities. Can turn three citizens into Priest. Double production speed with stone. Obsolete with Compass.
Apollo ProgramProject1000N/AN/ARocketryRequired to build spaceship parts. Double production speed with aluminum.
BroadwayWorld800+50%+2ElectricityProvides hit musicals. +1 happiness. More likely to generate Great Artist.
Chichen ItzaWorld5006+2Code of Laws+25% defense in all cities. More likely to generate Great Prophet. Double production speed with stone.
Forbidden PalaceNational2004+1Courthouse, 8 or more citiesReduces maintenance in nearby cities; more likely to generate Great Merchant
Global TheatreNational3006+1Drama, TheatreNo unhappiness in the city; can turn three citizens into Artist; more likely to generate Great Artist
HermitageNational300+100%+1Nationalism+100% culture; more likely to generate Great Artist. Double production speed with marble.
Heroic EpicNational2004+1Barracks, unit of level 4 experience, Literature+100% military unit production in city. Double production speed with marble.
HollywoodWorld1000+50%+2Mass MediaProvides hit movies. +1 happiness. More likely to generate Great Artist.
IronworksNational700N/A+1Steel, Forge+50% hammers in city with iron, +50% hammers in city with coal. Can turn three citizens into Engineer. -2 health.
Mount RushmoreNational5004+1Fascism-25% war unhappiness in all cities. More likely to generate Great Artist. Double production speed with stone.
National EpicNational2504+1Literature, Library in city+100% Great Person birth rate in city. More likely to generate Great Artist. Double production speed with marble.
Notre DameWorld65010+2Music+1 happiness in all cities on the continent. Double production with stone. More likely to generate Great Artist.
Oxford UniversityNational4004+1Education, University+100% science. Can turn three citizens into Scientist. More likely to generate Great Scientist. Double production speed with stone.
PalaceNational1602N/AAt least four cities.Makes city capital. Reduces maintenance in nearby cities. +1 happiness.
Red CrossNational6002+1Medicine, HospitalFree Medic I promotion for units trained in city. More likely to generate a Great Scientist.
Rock ‘n RollWorld800+50%+2RadioProvide hit singles. +1 happiness. More likely to generate Great Artist.
Scotland YardNational500N/A+1CommunismCity can build spy units. More likely to generate a Great Scientist.
SDIProject500N/AN/ASatellites+75% chance of intercepting nukes. Double production speed with aluminum.
SS CasingProject400N/AN/ARocketry, Apollo ProgramRequired for Space Race victory (five total). Double production speed with aluminum.
SS CockpitProject800N/AN/AFiber Optics, Apollo ProgramRequired for Space Race victory (one total). Double production speed with aluminum.
SS Docking BayProject1200N/AN/ARobotics, Apollo ProgramRequired for Space Race victory (one total). Double production speed with aluminum.
SS EngineProject1000N/AN/AFusion, Apollo ProgramRequired for Space Race victory (one total).
SS Life SupportProject600N/AN/AEcology, Apollo ProgramRequired for Space Race victory (one total). Double production speed with aluminum.
SS Stasis ChamberProject1000N/AN/AGenetics, Apollo ProgramRequired for Space Race victory (one total).
SS ThrustersProject600N/AN/ASatellites, Apollo ProjectRequired for Space Race victory (three total). Double production speed with aluminum.
StonehengeWorld1208+2MysticismFree Obelisk in every city. Centers world map. Double production speed with stone. Obsolete with Calendar. More likely to generate Great Prophet.
The ColossusWorld2506+2Metal Casting, ForgeAll city’s water tiles +1 commerce. Double production speed with copper. Obsolete with Astronomy.
The Eiffel TowerWorld12506+2Radio, ForgeFree Broadcast Tower in every city. Double production speed with iron. More likely to generate Great Merchant.
The Great LibraryWorld3508+2Literature, LibraryTwo free Scientists in city. Double production speed with marble. Obsolete with Scientific Method. More likely to generate Great Scientist.
The Great LighthouseWorld2006+2Masonry, Lighthouse+2 trade routes in all coastal cities. Obsolete with Corporation. More likely to generate Great Merchant.
The Hagia SophiaWorld5008+2EngineeringWorkers build improvements 50% faster. Double production speed with marble. Obsolete with Steam Power. More likely to generate Great Engineer.
The Hanging GardensWorld3006+2Mathematics, Aqueduct+1 heath in all cities. +1 population in all cities. Double production speed with stone. More likely to generate Great Engineer.
The InternetProject2000N/AN/AFiber OpticsGrants all technologies acquired by any two known civilizations.
The KremlinWorld1000N/A+2Communism-50% hurry production cost. Double production speed with stone. Obsolete with Fiber Optics. More likely to generate Great Artist.
The Manhattan ProjectProject1500N/AN/AFissionEnables nukes for all players. Enables bomb shelter for all players. Double production speed with uranium.
The OracleWorld1508+2PriesthoodOne free technology. Double production speed with marble. More likely to generate Great Prophet.
The ParthenonWorld40010+2Polytheism+50% Great Person birth rate in all cities. Double production speed with marble. Obsolete with Chemistry. More likely to generate Great Artist.
The PentagonWorld1250N/A+2Assembly Line+2 experience points for new units trained in all cities.
The PyramidsWorld4506+2MasonryEnables all Government civics. Double production speed with stone. More likely to generate Great Engineer.
The Sistine ChapelWorld60010+2Theology+2 culture per specialist in all cities. Double production speed with marble. More likely to generate Great Artist.
The Space ElevatorWorld2000N/A+2Robotics+50% spaceship production in all cities. Double production speed with aluminum. More likely to generate Great Engineer.
The Spiral MinaretWorld5008+2Divine Right+1 commerce from all state religion buildings. Double production speed with stone. Obsolete with Computers. More likely to generate Great Prophet.
The Taj MahalWorld70010+2NationalismStarts a golden age. Double production speed with marble. More likely to generate Great Artist.
The Three Gorges DamWorld1750N/A+2PlasticsProvides power for all cities on the continent. More likely to generate Great Engineer.
The United NationsWorld1000N/A+2Mass MediaTriggers global elections. Guarantees eligibility for diplomatic votes. More likely to generate Great Merchant.
VersaillesWorld80010+2Divine RightReduces maintenance in nearby cities. Double production speed with marble. More likely to generate Great Merchant.
Wall StreetNational600N/A+1Corporation, Bank+100% commerce. Can turn three citizens into Merchant. More likely to generate a Great Merchant
West PointNational800N/A+1Military Tradition, a unit of level 5 experience+4 experience points for new units trained in city. Double production speed with stone.

Consider wonders that work into your overall strategy. As you would expect, focus on wonders that benefit your army if you’re hoping to conquer opposing civilizations or focus on wonders that benefit culture if you want to expand your borders and attempt a cultural victory. Utilize wonders in combination with your leader’s traits, a city’s structures, and a civic choice for focused strategies.

All wonders offer nice bonuses to your civilization but you should also focus on wonders that are specific to your strategy, such as The Great Library if you’re focused on research.

For instance, if you’re hoping to lead a civilization with a strong military for constant wars (and conquering your neighbors) then choose an aggressive leader for the promotion bonus (Combat I - +10% strength) for melee and gunpowder units. Construct a Barracks in the city so each trained land unit receives an experience boost upon creation. Add the wonders West Point (+4 experience points for units trained in city), Pentagon (+2 experience points for units trained in city), and Heroic Epic (+100% to military unit production). Instead of Heroic Epic you could use Red Cross for the free Medic promotion. Use the civics Vassalage (new units receive +2 experience points) and Theocracy (+2 experience points in cities with state religion). You could also use Police State (+25% military production, -50% war weariness) to increase production instead of experience and to aid in keeping your citizens happier during war (the Mount Rushmore wonder also helps in that regard). With those structures, wonders, and experience point civics you could train promoted units (Combat III+ and with a Medic promotion potentially) straight from your city.

A player focusing on the generation of Great People would select a philosophical leader for the +100% to Great People birth rate. Construct the National Epic wonder for another +100% to Great People birth rate. Build the Parthenon for +50% to Great People birth rate in all cities. Finally, shift to the Pacifism civic for +100% to Great People birth rate for cities with a state religion. That’s a huge increase in Great People birth rate!

Concentrate on research with The Great Library and Oxford University for the scientist specialists and the increase to research. Be sure to add a Library, University, Observatory, and Laboratory to the city as well. A Great Scientist’s Academy doesn’t hurt either!

Wonders take a lot of production time to construct so it’s important that you build each with an intended purpose. Look for wonders that aid in your overall strategy or ones that help offset a city’s weakness or supply a city’s need (such as The Hanging Gardens for unhealthy cities).

Chapter 7 - Cheats

Use caution when applying these Civilization IV cheats. Activating the codes requires you to alter the configuration file. Backup your files before making any changes!

In the directory where Civilization IV was installed there’s a shortcut "_CivConfig" to the configuration file named CivilizationIV.ini. Find the line "; Move along" in this file and change the following line "CheatCode = 0" to "CheatCode = chipotle". During gameplay press the "~" key to open the console and type "game.toggledebugmode" to enter Civilization IV’s debug mode.

With debug mode active, press SHIFT-T to reveal a menu to make gold or technology cheat adjustments. Press CTRL+SHIFT then left click on a terrain tile so you can insert a unit or city at your discretion. With a city selected press SHIFT and + to add population or CTRL and + to add culture. Simply press + with the city selected to finish production. With a unit selected, press CTRL and + to add experience to that unit. Press SHIFT and ] to increase the unit’s strength.

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