The game will be automatically saved without requiring further input from you. Only one game can be quick-saved at a time: a future quick-save will overwrite the current one. This is all you need to get started; look this section over and then start playing. That is loaded with lots of very useful info.
See page 6 for more details on the Civilopedia. Civilization IV can be played in several different turn formats. In other words, you play it just like chess or Risk. You can take as long as you want to complete your turn. Multiplayer games can be played this way, as well. During a simultaneous turn game available only during multiplayer games , you and your opponents take your turns simultaneously. Everybody moves units, manipulates cities, conducts diplomacy and so forth at the same time.
In Civilization IV , we have strived to create an interface that is attractive and easy to use. We have followed standard gaming conventions — right-click to move a unit, action icons for active units, and so forth — where possible, hopefully making the game easy for experienced gamers to pick up, but we have also been willing to break conventions when necessary. It is here that you move your units, build cities and improvements, launch attacks against your neighbors, and so forth. The Main Screen has the following elements:.
This is where the action takes place. There are a number of ways that you can change your point of view on the Main Map:. Scroll: Move your cursor to the edge of the screen to scroll the Main Map in that direction. Change Viewing Angle: Press [Crtl-left arrow] and [Ctrlright arrow] to change your viewing angle by 45 degrees. Manually Center Upon Active Unit: press [c] to center on the current active unit sometimes necessary after scrolling around during your turn.
The Mini-Map is a much smaller representation of the world. As described above, you can re-center the Main Map by clicking on a location in the Mini Map. There are a number of buttons along the top edge of the Mini Map; these allow you to manipulate what is displayed on the Main Map.
Ping: This function is useful only during multiplayer games. It allows you to mark a location on the map that is visible only to players on your team. See the section on Multiplayer Games for more details. Show Tiles: This places a visible grid atop the tiles on the Main Map.
Roll your cursor atop your banner to see details about your civilization and your leader. Roll your cursor over an action icon to learn more about it; click on an icon to order the unit to perform the action.
It allows you to dedicate income to culture, as the Tech Investment Percentage button above allows you to invest in research. The Research Bar shows what technology you are currently researching and how many turns until research is completed. This shows the current turn date. Note that the amount of time that passes each turn changes over the course of the game. Early turns consume as many as 40 years, while later turns consume five years or fewer. These buttons allow you to access the various advisor and information screens which help you manage your growing empire:.
This list shows the names and scores of all leaders currently known to you. Click on a name to open diplomatic discussions or declare war with that leader. If your keyboard is equipped with a number pad, even better. The number pad controls unit movement, among other things. We highly recommend that you use a mouse with two buttons and a scrolling wheel when playing. Each square has a number of classifications, including height, terrain type, features, resources, and bordering.
Thus you might have a jungle square atop a hill adjacent to a river with the ivory elephant resource, or a simple grassland square, or anything in-between. These elements help determine the usefulness of the square as a place to build a city, as well as how easy or difficult it is to move through the square. All squares are either land or sea squares. Some air units can enter both land and sea squares.
Movement Point mp Cost: This determines how quickly units can move in that square. Defensive Bonus: These are combat bonuses many units receive when they are attacked while in a space.
Productivity: Productivity determines how useful a space is to a city built on or near to that space. Note that you may need knowledge of special technologies to utilize or even see! Peaks are tall mountains. Peaks are impassable: units cannot move into peaks, and cities cannot draw production from them. Rivers run alongside land squares, not in them. There are two different kinds of sea squares: ocean and coast. Some naval units must stay in coastal squares and cannot enter ocean squares, while other units can move freely through both.
Land units cannot enter sea squares — ocean or coast. However, the easiest way to learn about terrain is to [Rollover] your cursor on various spaces on the Main Map.
There are a number of different types of units in play — military units, workers, settlers, missionaries and so forth — with military units forming the bulk of them. In Civilization IV , units are divided into several categories. Many units have one or more special abilities, as well. Units are grouped into 11 different categories. During the early part of the game you are likely to run into the first seven.
The categories are:. Civilian Non-Combat Units: settlers, workers, work boats, etc. Melee Units: warriors, axemen, spearmen, swordsmen, etc. Naval Units: Work boats, galleys, caravels, ironclads, carriers, etc. Movement speeds range from 1 to 8 though early units most often have movements of 1 or 2.
Air units have special rules governing their movement. Early unit combat strengths range from 1 to 6, while modern units have strengths of up to Some units have combat strengths of 0, which indicates that the unit cannot fight or has special rules governing its combat. See later sections for more details.
As discussed above, many units have special abilities in addition to movement and combat. Military units most often have com- bat-related abilities — bonuses when attacking specific kinds of units or when defending in specific terrain, for instance. Can Build a City:This unit can build a new city. Can Build Improvements:This unit can build farms, mines, roads, and so forth. Can Build Sea Improvements:This unit can build fishing boats, whaling boats, offshore platforms. During your turn, the computer will activate each unit one by one, until all of your units have been given orders.
Once a unit has used up all of its movement points it can do nothing else during that turn. You can also activate any unit by clicking on it, even if that unit is in the middle of carrying out other orders. If one unit is active, you can click on another and it will become active; you can then return to the previously-activated unit later.
Your land units can move onto any land space except for peaks. Note to Veteran Players: Unlike prior Civilization games, you may move onto the same space as a unit from another civilization without declaring war.
When you do so a popup will appear asking if you want to attack the other unit or just move peacefully into the space. You can move an active unit with your mouse or your keyboard. The unit will figure out the fastest route to that space and then proceed on its way. If the unit reaches the target space and still has movement points remaining, it will remain active and await further orders.
If the unit cannot reach the target space in one turn, it will go as far as it can. During subsequent turns it will continue to move on its own until it reaches the target. If the unit cannot find a path to its target space, it will cease movement and await further orders. The number pad is pre-configured to move units: see the diagram. You can only move a unit one space at a time with the keyboard. When civilizations construct cities see below , they gain control of the areas surrounding the cities.
The bigger and more cultured the city, the larger area it dominates. Otherwise, such movement is an act of war. If you order a unit to cross a cultural border, a pop up will appear asking if you want to declare war on that civ. If an active unit is eligible. Worker and Settler actions appear in later sections. If an action icon is flashing, the computer is telling you that action is particularly useful. Remember that not all units can perform all of the listed actions.
All Units Go To: Order all units in the square to move to a square. Explore: Order the unit to explore unexplored portions of the map. The unit will stop exploring when it can no longer reach any unexplored spaces. Skip Turn: Order the unit to do nothing for the remainder of the current turn. The unit will remain fortified. Some units — notably mounted units — cannot fortify.
Sleep: The unit goes inactive. It remains where it is until you activate it. Sentry: The unit remains inactive until an enemy unit enters an adjacent square. Pillage: The unit destroys an improvement in the space it occupies. If there is more than one improvement in the space, the unit will destroy the most valu-.
In other words it would take two actions to destroy both a farm and a road in a space. If you are running low on cash you may want to disband units to reduce this cost. There are several different kinds of combat in Civilization IV : standard combat, bombardment, and bombing. Standard combat occurs when a unit attempts to enter a space occupied by a hostile unit. When this occurs the computer compares the combat strengths of the two opponents modi-. If the defender is victorious, the attacker is destroyed and the defender remains where it was.
If the attacker is victorious the defender is destroyed and if the space is now vacant of hostile units the attacker moves into it. Otherwise, the units are neutral, and can occupy the same space without combat.
Barbarian and animal units are always hostile to everybody. To attack another unit, order one of your units to enter its space. If that unit is hostile, combat will ensue immediately. If that unit is neutral, the program asks if you want to attack the unit or move peacefully into its space. Note that some special rules come into effect if you are attacking a space containing more than one defending unit see below.
In general, units can make only one attack, per turn, even if the unit has movement points left after the first attack. A unit can defend against any number of attacks in the same turn, as long as it survives. Basically, if an attacker and defender have the same modified combat strength at the start of a battle, each has an equal chance of winning the combat. If one unit has double the strength of the other, it has a chance of obtaining victory.
And so on. Here are some of the most important:. A unit loses this bonus if it attacks or moves from its square. Many units gain bonuses when they are attacked while occupying certain kinds of terrain.
Some units receive bonuses when fighting specific unit types. If a unit is attacking a space containing more than one defender, the computer figures out which defending unit has the best odds of defeating the attacker, and then those two units fight it out.
If the attacker loses the combat, that unit is destroyed as usual. If the attacker wins, the defender is destroyed. All defenders must be destroyed before the attacker can occupy the space.
Bombardment attacks are always successful. A catapult cannot bombard an enemy city once its defenses have been reduced to zero. Bombardment never affects units inside the city. Catapults can also engage in melee combat like other military units.
Catapults can receive promotions allowing them to increase the collateral damage of their attacks. If an attacker moves into a space containing a worker, the worker is captured. If the attacker moves into a space containing a settler, the settler turns into a worker and is captured. Some units such as spies are invisible. They cannot be harmed in combat, even if an enemy unit moves into their space. If a ground unit attacks a city, any naval or air units in that city do not take part in the combat.
If the city is captured, the naval and air units are destroyed. Note that mounted units can withdraw only when attacking: they cannot withdraw when defending. If a unit stays still long enough, it will eventually return to full strength. You can give the heal order by clicking on the action icon, or by typing [h] on the keyboard.
Units heal fastest when they are inside their cultural borders. The healing process is slowed somewhat if the unit is in neutral lands, and it is slowed even more if the unit occupies enemy territory.
Some promotions are available only to certain unit types; some require that the unit possess other promotions before they are available. When the unit has accrued enough xps, it is eligible for promotion. A unit receives the first promotion when it has 2 xps. The second requires 5 xps, the third 10, the fourth 17, and so on. The Details Box displays how many xps the currently-active unit has, and how many are needed for the next promotion.
A unit gets twice as many xps for attacking as it does when defending. Further, if you defeat a stronger opponent you get more xps than you do for defeating a weaker opponent. Note that units get NO xps for defeating non-combat units like settlers and workers. Animals: A unit with five or more xps gets NO additional xps for defeating animals. A unit with four or fewer xps does get xps for defeating animals.
Barbarians: A unit with 10 or more xps gets NO additional xps for defeating barbarians. A unit with nine or fewer xps does get xps for defeating barbarians.
Barracks: Units start with 2 xps if constructed in cities with barracks. Click on a button to acquire that promotion. They allow you to build units, buildings and wonders. They allow you to gain wealth and research new technologies.
They allow you to dominate terrain. Cities are fairly complex entities, and a good deal of your time will be spent on their maintenance and management. You cannot win without powerful, well-situated cities. Cities are built by settler units. Simply click on the action button and the settler will disappear, to be replaced by the new city. The program suggests a name for this city, or you can give it any name you want. Once built, city names cannot be changed.
Determining the best site is complex, and must take into account the availability of food, production, commerce and resources, your transportation network, and the.
Cities cannot be constructed within two spaces of another city. Cities cannot be constructed in impassable spaces. City governments tend towards corruption, and the problem grows worse the farther the city is from the capital city.
Cities built near to the capital city suffer little from corruption, while distant cities suffer greatly. The distance penalty can be countered in a number of fashions. The Versailles and Forbidden Palace wonders cause their cities to become additional centers of government, greatly decreasing corruption in themselves and surrounding cities.
If that path is blocked, the two civs cannot engage in trade. Further, your resources must be connected via trade route to your capital to be able to be traded with other civs. Likewise, your cities gain the benefit of resources acquired from trade only if they are connected to the capital.
You can move your capital from the original city to another by building a Palace in the new city. If your capital city is captured or destroyed, another city in your civilization is assigned as your capital and provided with a Palace.
You can capture barbarian cities or cities belonging to civilizations that you are at war with. Waging war, maintaining defenses or recruiting peacemakers Benjamin Franklin and Pocahontas. Destroying native settlements yields a quick profit and makes land available, but prevents the substantial long-term gains to be made by friendly bargaining and trading.
Destruction of native settlements also counts against your final score. The king of your home country meddles in your affairs from time to time, mostly by raising the tax rate. Occasionally they might force you into wars with your rivals, giving you two or more free veteran soldiers whom you have to transport from Europe; you can try to make peace immediately if you don't want a war.
The player must also pay attention to political developments and the recruitment of Founding Fathers roughly corresponding to the Civilization Advances of Civilization , to ensure the best possible chance of success. On the easiest level, the action essentially takes place at the speed in which you want it to. You are left to your own devices, learning the mechanics of the game. With each increase in difficulty level, the restrictions that bound successful endeavors become more pronounced. Successful navigation through the game requires the player to strategize and to effectively make use of what resources are provided, to explore and cultivate the land, and to negotiate with rivals.
While the military aspect of the game is important, it is less so than in the Civilization series, focusing more heavily on aspects of trade and the inter-relationships between peoples and colonies, which make up the new-world community. In doing all these things the player is required to develop certain fundamental notions which influence both the game world and the real world, such as: infrastructure restrictions and requirements, methods for increasing productivity, the importance of economic and civic growth, the centrality of trade, that some resources are more useful and more valuable than others, the importance of education, that newspapers and diplomats influence public opinion, that religion can affect people's allegiances, even that it's sensible to use as soldiers those members of your population who aren't proficient in a trade or profession, the influence of historical figures on colonial New World societies, and so on.
There are four European powers available. The player may pick to play as a colonial leader of any one of these powers, and the remaining three will be the computer-controlled competitors. Each power has certain bonuses. While popular, the game received criticism for avoiding the issue of slavery, a major component of the European colonization of the Americas.
Players can bring in and even purchase indentured servants or petty criminals from their European ports; Native Americans whose settlements have Christian missions may join the players as converts either freely or out of fear of attack; but the African slave trade and the Spanish hacienda system involving forced labor by Native American tribes are not directly represented.
It has been speculated that this is the reason why Colonization, unlike Civilization, took so long 14 years to be re-released. All Steam Purchasers Other All Languages Your Languages Customize. Date Range.
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