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Civilization V Sneak Peek


March 1, 2007
By GameSpot
In late 2006, Take-Two Interactive spent tens of millions to acquire Firaxis, developer of the Civilization series of strategy games. Given the publisher's investment and the franchise's massive popularity, it was only a matter of time before a new installment was announced.
As it turns out, the time in question was this week. Buried in yesterday's Take-Two earnings report was news that yes, a new Civilization game is planned. The report did not specify whether or not said game would be the inevitable Civilization V or a spin-off like CivCity: Rome. The prospects of a console or portable Civilization title have also been rumored.
The timing of the new product--or products--is also slightly unclear. "Starting in 2008, 2K will have new content based on its Civilization franchise and other products, including both original intellectual property and third-party titles," the company's report read. As of press time, Take-Two reps had not specified whether or not the report meant the company's 2008 fiscal year (November 1, 2007-October 31, 2008) or the 2008 calendar year. The former scenario would leave open the possibility of a new Civilization game coming as soon as this holiday season.

Minor Pros and Cons: Civilization IV: Beyond the Sword

By GameSpot Reviews
There's a reason why the Civilization series is one of the oldest and most beloved strategy game dynasties you can find on computers today. The addictive turn-based games draw on real-world history and offer open-ended gameplay that lets you conquer the world as a warlord, diplomat, or scientist. They also have a disturbing tendency to keep you up late into the night taking "just one more turn." Civilization IV was an award-winning new chapter in the series in 2005, and last year's Warlords expansion pack helped make a good thing even better. And now, the Beyond the Sword expansion brings even more improvements to a solid foundation. The new game adds plenty of features that breathe new life into the core Civilization gameplay, and also tosses in lots of new content in the form of new modifications ("mods") and custom scenarios to play through. Not all of the expansion's additions are clear-cut improvements, but if you're a Civ fan, you'll find that Beyond the Sword will give you plenty of reasons to get hooked all over again.


The core game of Civilization IV starts you out with a national world leader who possesses a few advantageous "traits" in various specializations (military, scientific, economic, or cultural) and starts you off at a specific era in history to conquer the world through force, science, economy, or culture. Beyond the Sword adds new world leaders to play as, as well as new leader traits that help expand certain strategies, such as the "protective" trait, whose defensive properties aid players who seek to conquer the world using scientific research to win the space race, and the "imperialistic" trait, which greatly speeds the production of "settler" units that can be used to stake new claims in uncharted territory by building new cities.
The expansion also offers new options to create customized games to your liking, such as the handy "advanced game" mode, which starts you in a game about 10 turns in, unmolested. This helps get you into the game's truly interesting action (beyond just building your first city) faster. You can also opt to use the expansion's new events system, which randomly triggers various events that take place throughout the game. Many of these events aren't all that important, but some can have farther-reaching consequences, such as changing your standing with a rival nation. If nothing else, they add some welcome variety to the usual turn-based Civilization pace, and they can be toggled off if you don't care to use them in a custom game.
Beyond the Sword's more significant in-game features are espionage and corporations, which are interesting additions that bring even more variety to the game, though they aren't always practical or all that useful. Corporations essentially act like late-game religions; that is, just like with Civ IV's original religion system that let you spread religion from city to city, the expansion's corporations can spread around the world--though in this case, they focus on various economic specialties like cereal mills, mining companies, or even a chain of sushi restaurants. When used properly, they can provide powerful economic advantages, but they're balanced out by their substantial maintenance costs, even though these can only be accessed much later in the game.
Espionage, on the other hand, doesn't figure quite as prominently into the average game of Civ IV. This new feature was supposed to give you exciting new options with the new spy units, which can scout out other nations and perform undercover operations like gathering additional info on your rivals or stealing their technologies. Unfortunately, spies don't provide enough advantages to justify constantly pumping them out and sending them to the four corners of the world, since they frequently get discovered and captured before they can even get to enemy territory. In many cases, you may find yourself just skipping out on the turns it would take you to research espionage improvements to focus on your scientific research or military might. Fortunately, the expansion offers plenty of other accoutrements for the game's core strategies, including a fistful of new units, new combat tweaks to better balance siege combat, and an expanded space-race game for technophiles that makes a space-race victory not just a matter of who builds a shuttle first, but who builds the best and fastest one.

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If that weren't enough, Beyond the Sword also packs in six new one-off scenarios plus five playable mods created by both in-house Firaxis developers and the fan community. Not all of the content is stellar--some, like the futuristic zombie-hunting scenario "Afterworld," don't quite hold up, though others, like the epic "Rhye's and Fall of Civilizations" fan-created mod, are excellent and provide a fresh new coat of paint to the core Civilization gameplay. Even though some of the mod content has been available publicly for some time, it's definitely convenient to have everything wrapped up in one place, and all the extra content will keep you busy for a good, long while--as you'd probably expect from the second expansion pack to a game that's infamous for stealing your free time.
Beyond the Sword's additions are primarily to Civ IV's core gameplay, so the expansion doesn't make a huge leap forward in terms of graphics or sound. But that's just fine, since the game's thematic, instrumental score continues to work well with the game, and the new graphics (in the form of new mod units and movies, as well as new leaders with new animations) fit into the game without a hitch. Unfortunately, Beyond the Sword doesn't address the somewhat cluttered interface that Civ IV had; in fact, it adds a bit more clutter with the event system, which pops up windows in the upper-right corner and logs them in a scrolling box at the top-center of your screen. Some of the clutter may still seem intimidating to beginners, but this expansion isn't necessarily for people who have never played Civ. And if you have, you shouldn't have many problems picking up the nuances of the interface, and you'll probably be too busy trying out all the new gameplay features that fundamentally change, and in some cases, revitalize, an already-classic game. Though not all of the additions in the expansion are perfect, there's plenty of new stuff in Beyond the Sword for Civ fans to play with, and plenty of reasons to dive back into the game and start taking "just one more turn" all over again.

Minor Pros and Cons: Civilization IV: Warlords

By GameSpot Reviews
If you own Civilization IV, then you've probably conquered the world a fair amount of times by now. (You've probably been crushed an equal number of times, as well.) If the usual conquer-the-world-style gameplay that takes you from the Stone Age to the Space Age is beginning to look a bit familiar, then you're in luck. Nearly nine months after Civ IV shipped, we have Civilization IV: Warlords, an expansion pack that adds a lot of excellent content to an already great game.


Civilization has a long history of expansions. The second and third games in the series each had two expansion packs released for them. Warlords continues the tradition by introducing both improvements and additions to the regular campaign game, as well as introducing a slew of new scenarios that offer a completely different style of play from the epic game. The expansion adds six new civilizations, and while they're introduced to flesh out the individual scenarios, they're all available in the regular campaign game, as well. You can now play as the Carthaginians, the Celts, the Koreans, the Ottomans, the Vikings, and the Zulus. Just like the civilizations in the core game, each of these civilizations has its own unique units, famous leaders from history, and snazzy musical theme.
Warlords takes its name from the new warlord unit in the game, which is sort of like the old great-general unit from previous Civ games. Indeed, in the regular campaign game, warlords appear as great generals, sort of like how the great artists, great engineers, and other great-people units would pop up from time to time in Civ IV. Armed with a variety of powers, great generals can lead your armies in war, and they can bestow experience points on regular units under their command. Or, great generals can speed up your military-unit production in a certain city or make it so that new units start out with extra experience.
While the additions to the core game are nice, they're not exactly ground breaking. The regular campaign feels pretty much the same as before, only there are new leaders and civs to contend with. There are also a number of new wonders of the world, but for the most part they blend into the existing wonder set pretty seamlessly, save for the Great Wall, which has the cool effect of erecting a huge wall around the borders of whichever civilization completes it first. Still, the real meat in this expansion is in the scenarios, which are basically brand-new games in many regards.
These new scenarios are engaging, though they do skew a bit toward ancient-world settings and conflicts. Still, the campaigns here are interesting, and each features a unique challenge. These scenarios are essentially modifications of the core game, and they feature rewritten tech trees and unique units that are appropriate for their settings. So instead of getting a full-fledged tech tree that covers everything from the wheel to fusion power, you might get a more focused tech tree that lets you create upgraded versions of existing units or that unlocks certain upgrades. Many feature a limited number of turns in which to accomplish your objective, something that might not sit well with conservative Civ players that like to sit back and build up their cities. Risk taking is rewarded instead, which will probably sit well with aggressive Civ players, and it may also teach conservative players how to become more opportunistic.

A number of new scenarios are basically retellings of epic conquests from long ago. Alexander's Conquest focuses on Alexander the Great in the fourth century BC, and your job is to conquer your way eastward across the Persian Empire and into India before you run out of turns. You really have to push aggressively to accomplish everything before time runs out. The Peloponnesian Wars and the Rise of Rome scenarios also cover the ancient Mediterranean world. The former is a challenge thanks to the geography of Greece, as you must master sea power to move armies around the many islands of the archipelago. You can play as either the Spartan or the Delian League (Athens). The Rome scenario, on the other hand, focuses on the Mediterranean at large, and you can play as the Carthaginians, the Romans, the Celts, the Egyptians, or the Grecians to see which civilization is ascendant.
Two of the scenarios are set in the Far East. The Genghis Khan scenario really turns convention on its ear, because the goal isn't to conquer and settle so much as it is to conquer and pillage everything to the ground. The Mongols also have a unique build mechanic, since they're essentially a nomadic society. Rather than build cities, the Mongols bring their camps along with them, and where you set up your camp determines what kind of units are recruited that turn. Grassland means cavalry, while desert means infantry and forests can be catapults, assuming you've recovered the technology from a sacked civilization.
Meanwhile, Chinese unification lets you play as any of the major houses vying for power in the fourth century BC. Your goal is to become the emperor of China, and you can do so by force or through diplomacy by getting enough rivals to vote for you in the council, so this scenario is sort of like the regular campaign game in that regard. However, there are interesting new rules. Basically, religion is replaced with bloodlines, and the way to get other factions to be more agreeable to you is to arrange marriages and "spread" your bloodline around. The tech tree has been reworked extensively to allow for the massive armies that were featured during this era, and there are cool and unique little features in this scenario, such as the ability for each faction to build national walls. These are sort of like the Great Wall wonder, except each faction can get one. The new vassalage feature (also available in the campaign game) is useful here, as you can subjugate a foe and make them your devoted ally.
Then there's Omens, perhaps the most interesting and unique of the scenarios. It's set in 18th Century North America, making it the most "modern" of the scenarios in the game, but it's not what you expect. You play as either the French or the British as they attempt to colonize the New World and spread Catholicism or Protestantism, respectively. The goal is to convert at least 75 percent of the map by the end of the game. The kicker is that a divine spirit appears at regular intervals and basically unloads on whichever faction is in last place (including Native American factions). This means that there's constant pressure to stay ahead of your opponents, because if you fall behind at the wrong moment, you're in for it. The divine spirit is unstoppable and will easily crush any military unit in its way using fireballs. The only thing that you can do is try and hold out as long as you can, and it goes away after a while.


Finally, the Barbarians scenario lets you play as those pesky barbarians that plague the campaign game. In fact, this scenario starts out just like a regular Civ IV game, only the artificial intelligence controls all of the civilizations. The game will begin just like a normal game, and at a certain point your barbarians are introduced. You'll start out with enough gold to purchase different barbarian units and unit upgrades, and then you have to destroy as many civs as possible. You can't capture cities; you can only sack them, as well as pillage terrain improvements. This gives you gold, which can be used to purchase more units at your mobile camp, which must be defended. This can be fun, as after having endured barbarians over the course of four Civilization games, it's satisfying to have the shoe on the other foot for a change.
There's a lot of really cool content to go through in Warlords, and you can easily find yourself lost in any one of the scenarios. They'll most likely appeal to Civ veterans looking for a new challenge or a new gameplay experience, though. Even at their easier difficulty levels, the scenarios might be a bit too much for newcomers, who should stick to the regular campaign game for now. We did notice a few bugs, such as great-wonder movies that didn't play, but overall, this expansion is a lot more polished than Civilization IV was at its launch. Of course, it has the benefit of incorporating all the patches that have been made to the core game over the past year, and it also packages the pit-boss multiplayer client that was released separately, as well. Still, if you liked Civ 4, Warlords is a must-have expansion.

Civilization IV Gameplay Videos and Trailers







So What?


So, are you ready to take the challenge? You can buy Civ IV and expansion packs at Best Buy! I'm not forcing you though. But actually give it a try!
Rated E for everyone 10+ by ESRB.
Remember to read the requirements at your local Civ supplier!
When you make up your mind and get used to the game, try buying expansion packs for the game like "Civilization IV: Beyond the Sword" and "Civilization IV: Warlords"
ATTENTION!
BUT WAIT! I want to tell you something. You can get free games at Unsold Games.com! To check if this offer is available, click here.

Updates and Downloads

Demo
Download the Civilization IV demo and play through 100 turns with the Incan, Greek, Roman, and Indian Empires.
Download the Demo from 2k games (314 MB)
Official Trailer
Windows Media Player640x360: View Now Download (13.1 MB)432x240: View Now Download (7.29 MB)
Quicktime640x360: View Now Download (18 MB)432x240: View Now Download (8.11 MB)

Patches
v1.61 Patch
v1.61 is a major upgrade to Civ IV and includes number of new and exciting features including new scenarios and map scripts, unit adjustments and enhancements and more!
Note: This patch is for all versions of Civilization IV with the exception of the Direct2Drive version.
Download the patch from 2k games (45.7 MB)Click Here to view the complete list of updates.
Improving Movie Playback (1.61 Patch)
If you are still experiencing stuttering or slow movie playback after the 1.61 patch, try the following:
Open the config (ini) file in notepad, and find the line which reads HideMovieBackground = 0, set it to HideMovieBackground = 1
The intro and victory movies expand to fill the screen, so play the game at lower resolutions (like 1024x768) to get the best performance.
If that doesn't help, a set of lower resolution movies will be available for download here:
Intro Movies (low res) (68 MB)Victory Movies (low res) (40.1 MB)Wonder Movies (low res) (271 MB)
Software Development Kit
Download the Civilization IV Software Development Kit, which contains the core game DLL source code, allowing gamers to completely rewrite or modify their own Civilization world to their heart's content.
Download the SDK from 2k games (6 MB)
PitBoss Application
The PitBoss is a unique application allowing the epic nature of Civilization to finally be easily integrated into the multiplayer realm. It is a lightweight application with a simple interface. While running, players will be able to log in and continue their progress in a game at any time. Once satisfied, players are welcome to log out and continue later.
Download the Pitboss Application from 2k games (3.46 MB)Click Here for More Details on the Pitboss Application.

Audio


To get the audio of Civilization IV, submit your e-mail address here.

Some More Example Empire Leaders





Some Example Empire Leaders






Concept Drawings






Medium Civilization IV Wallpapers







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Large Civilization IV Wallpapers








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Very Large Civilization IV Wallpapers







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Gameplay Screenshots






Click on an image to see the enlarged version.

Biography of Sid Meier

Sid Meier
Partner and Director of Creative Development
Firaxis Games

By Kelley Gilmore

Sid Meier began his legendary career in game making in the early 1980s, as a founding partner at one of the industry's first successful game companies: Microprose Software. Recognized around the world as the "Father of Computer Gaming", Sid and his games have been honored with virtually every major award in the gaming industry (http://www.firaxis.com/company_awards.cfm). In 1999, Sid was the second person ever to be inducted into the Academy of Interactive Arts and Science's "Hall of Fame", and in 2002, he was honored with an induction into the Computer Museum of America's Hall of Fame. Sid put computer gaming on the map with such hallmark games as Civilization®, Railroad Tycoon® and Pirates®, all of which are still revered as the greatest games ever made.
Just a glance at his career reveals a series of "firsts". In 1982, Sid created one of the very first combat flight simulators, F-15 Strike Eagle®, a title that sold well over one million units worldwide. After F-15, he continued to create thought-provoking, innovative titles such as Silent Service, a submarine simulation and the breakthrough Pirates!, a unique blend of historical simulation, arcade action, strategy and role-playing. By introducing strategy into flight simulation with F-19 Stealth Fighter®, he created one of the most popular flight sims ever. And with addictive strategy games like Sid Meier’s Railroad Tycoon® and Sid Meier’s Civilization®, he ushered a new genre of "God Games" into computer gaming. Civilization, one of the best known series in the industry with worldwide sales of over 5 million units, was recently honored as the number one best game of all-time by Computer Gaming World magazine. As Director of Creative Development at FIRAXIS, Sid continues to deliver the most heralded gameplay on the planet and is still recognized by industry experts such as PC Gamer, Computer Gaming World, Gamespot and Gamespy as one of the industry's "Game Gods", taking game development to new heights. Through Sid's tutelage, FIRAXIS continues to carry forth the long and enduring tradition of creating incredibly fun, compelling hits such as Gettysburg!, Alpha Centauri, Civilization III, SimGolf and Pirates! In October 2005, FIRAXIS and Sid will delight gaming fans around the globe with a new version of his magnum opus, Sid Meier's Civilization IV!

Biography of Jeffery L. Briggs

Jeffery L. Briggs
Founder, President, and CEO
Firaxis Games

By Kelley Gilmore

JEFF BRIGGS is Founder, President, and CEO of FIRAXIS Games, recognized as a world leader in developing blockbuster titles such as Sid Meier's Civilization III, Alpha Centauri, Gettysburg and Pirates!. Jeff has produced the Civilization franchise since its inception and was Lead Designer of Civilization III, which has sold over 3 million copies. Jeff is lead composer for Civilization IV, scheduled for release in October 2005.

Under Jeff’s leadership, FIRAXIS Games has grown steadily since 1996 from 11 to 65 people, produced 10 games in 9 years, and owns a documented 80% of US PC market-share in its NPD category. FIRAXIS has been lauded with over 50 awards for excellence from consumer, game and trade press.

Jeff is a Doctor of Composition and Music Theory, with degrees from the University of Illinois, Memphis University, and Eastman Conservatory. His musical compositions have been performed in Lincoln Center’s Avery Fisher Hall and at the Pompideau Centre in Paris, France. In addition he has scored more than 30 games in his career under the Sid Meier, Firaxis, and MicroProse brands.

In 2003, Briggs was named Maryland’s Ernst and Young Software Entrepreneur of the Year and FIRAXIS Games was presented with the Baltimore County New Directions Award. This award recognizes FIRAXIS role in branding Hunt Valley, Maryland as the ‘Silicon Valley of the East’, and for sharing the fruits of success through partnership, collaboration and community-conscious programs.

In 2005, Jeff led Firaxis into a new partnership with 2K Games that will bring at least five new games to market in the next three years. Firaxis remains an industry leader creating visionary game products that stand the test of time. Briggs has been Sid Meier’s creative partner for the last sixteen years.

Sid Meier’s Civilization Series Awards

Sid Meier’s Civilization IV ®
Best of E3 2005, Time Magazine

Sid Meier's Civilization III ®
Editor's Choice, 2003, GameSpy
Top Game Award, 2003, Games Domain
Editor's Choice, 2003, IGN-PC
Critic's Pick,2001, Time MagazineStrategy Game of the Year, 2001, Academy of Interactive Arts and SciencesStrategy Game of the Year, 2001, Computer Games MagazineSingle-Player Strategy Game of the Year, 2001, Gamespot.comPC Strategy Game of the Year, 2001, GamepenPC Strategy Game of the Year, 2001, Gamespy.com
PC Strategy Game of the Year, 2001, Game Revolution
Strategy Game of the Year, 2001, Wargamer.com
Editor's Choice, 2001, Computer Games Magazine
Editor's Choice, 2001, Computer Gaming World
Editor's Choice, 2001, Gamer's Press
Editor's Choice, 2001, PC Gamer
Editor's Choice, 2001, Thresh's Firing Squad

Sid Meier's Civilization II ®
Game of the Year, 1996: PC Gamer magazine
Editors Choice, 1996: PC Gamer magazine
Golden Triad Award, 1996: Computer Game Review magazine
Best Game Award, 1996: British Interactive Multimedia Associations




Sid Meier's Civilization ®
Best Game of All-Time, 1996: Computer Gaming World magazine
Game of the Year, 1992: Computer Gaming World magazine
Best Simulation, 1992: PCM magazine
Best Consumer Entertainment Program, 1991: Best Strategy Program, 1991;
And … Critic's Choice; 1991: Software Publishers Association
Hall of Fame, 1991: Computer Gaming World magazine
Game of the Year, 1992: Byte magazine
Strategy Game of the Year, 1992: PC Games Plus magazine
PC Special Achievement Award, 1992: Game Player's PC Entertainment magazine
Game of the Year, 1991: Tilt Magazine

Promotions in Civilization IV

Sid Meier’s Civilization IV
Promotions
By: Barry Caudill, Senior Producer
Firaxis Games
8/26/2005

In Civ III, unit promotions involved rising in level from green to veteran to elite and each level added a hit point and a small combat bonus. For Civ IV, we decided to build on this system and make promotions much more intricate and customizable by allowing players to choose from over 20 different bonus types (many with multiple levels, for a total of over 40 available promotions). The numbers and types of available bonuses differ per unit type and only land and sea military units can acquire them (air units are different).

Here’s how it works: Units can gain experience points in several ways. Successful combat is the primary means (note: you get more points from attacking than you do from defending) and the units must be victorious in a unit-to-unit combat, therefore there are no XPs (experience points) from bombarding fortifications or if the opposing unit withdraws. Units can also gain experience from a Barracks (land units), a Drydock (sea units) or a goody hut. In addition, some wonders, civic choices, and leader traits can give units extra experience or even certain promotions. As you might expect, the first promotion comes rather quickly, while each subsequent promotion requires more XP.

The promotions take on many different forms. Some are simple like Combat (5 levels), which gives progressive strength bonuses with some extra healing at the top levels, or City Raider/City Garrison which gives the unit bonuses only when attacking/defending a city. Others give bonuses against a certain type of unit. For instance, Cover gives a bonus against Archery units and Formation gives a similar bonus against Mounted units, while Shock does the same against melee units. Some promotions give bonuses based on the type of terrain in which the unit resides. If your opponent has a lot of woods or jungle, you might choose Woodsman, or if your opponent is surrounded by hills you might choose Guerilla.
All in all, the new promotion system in Civ IV offers players a plethora of interesting new decisions, excellent customization options, and an extra layer of strategy. That’s how we spell fun at Firaxis Games. J

Great People in Civilization IV

Sid Meier’s Civilization IV
New feature: Great People
Written by: Barry Caudill, Senior Producer, Firaxis Games

Throughout history, men and women have emerged to perform great deeds, thus having profound and lasting effects on the world around them. They are people whose genius, vision, and perseverance set them apart from the rest. The development team at Firaxis wanted to recognize the integral role these visionaries have played throughout history, so we added a new feature in Civilization IV called “Great People”. There are five types of Great People in the game: Artists, Engineers, Merchants, Prophets, and Scientists. Each can have a profound impact on your Civilization, just as in real life.

Great People are created at the city level, as each city can generate “great people points” based on conditions and structures in the city. You can affect the amount of people points generated in several ways. One very dramatic way is through the creation of a great wonder. For instance, building the Pyramids will make it more likely the city will generate a Great Engineer, while building Stonehenge will make the city more likely to generate a Great Prophet. You can also generate more great people points by taking city population away from working the land and turning them into specialists. Certain Civics choices can work to make your specialists more productive and that can also have a positive effect on your great people point production.

All Great People share certain common abilities that differ somewhat based on the type of great person. All can be used to immediately research a new technology with the type of technology determined by the great person – Prophets would give you a religion technology like Priesthood, Artists may give you a technology like Literature, and Merchants would perhaps give Banking. All Great People can also settle in a city for a period of time and give a constant boost to that city’s production, based on their type. Finally, all Great People can be used to trigger extra golden ages for your Civilization, with each subsequent golden age requiring more Great People. Each use of a great person consumes that unit and it is removed from the game.

In addition to their common abilities, all Great People can also do one “really big thing,” for lack of a better term. Each Great Person type has a specific ability and their effects can make an indelible impact on the game. Great Artists can make a great work of art that automatically gives that city a huge culture boost. Great Engineers can “hurry” the production in a city, giving you the ability to build a Great Wonder in one turn perhaps. Great Merchants can conduct a trade mission to a far away city and give you a quick and sizeable boost to your treasury. Great Prophets can create a religious shrine, but only in the city in which the religion was founded. Finally, Great Scientists can construct an Academy, a building which boosts a city’s scientific research and culture.
When Great People show up in the game, they are represented by a unit that is only visible to the player. For all but one (Great Prophet), there will be an ancient and a modern representation of the unit. To add flavor, each Great Person will be named after a great person of that type from history. So you may find yourself with the likes of: Shakespeare, Nichola Tesla, Leonardo da Vinci, Marco Polo, Marie Curie, J.S. Bach, or Chuang Tzu, to name but a few! The Firaxis team has been playing Civ IV for over two years now, and we’re all really happy with the new level of depth the Great People feature brings to the game. We hope you’ll like it too!!

Music in Civilization IV

In all versions of Civilization (even the first) we try to create a musical environment that reflects both the cultures represented in the game and a sense of the vast amount of time covered by the game.

Soundtracks
In Civ IV we took a similar approach. In the early stages of the game, there is very little music in the “soundtrack” (music that plays while you are playing on the main map) and what is there reflects our idea of what stone age or very early music might have sounded like (lots of log drums, wood flutes, and other percussion sounds – even grunts and vocalizations of various sorts), but of course seen through the eyes (and ears) of modern day composers. When “Music” is discovered and researched by the player, he begins hearing great music from history – medieval, renaissance, classical, romantic, modern, and so on, as time goes by. You’ll hear works from luminaries like Palestrina, Bach, Beethoven, Vivaldi, as well as pieces from the celebrated living composer John Adams.

Leader (Diplomacy) Music
Music of the various cultures represented in the game can be heard at anytime by simply mousing over a town or having diplomatic encounters with the leaders of the nations. Each leader gets his own music and where possible, it is based upon a traditional tune associated with the culture or nation the leader represents. Of course in many cases, there simply is not a well-known tune to represent a culture, so we make it up.

Another important consideration is time period. We wanted the music for each leader to reflect how developed his culture is at the current time in the game. So, we created three different versions of each leader piece (early, middle, and late), to represent the selected culture’s current progress. The more advanced the culture (in science, industry, and the arts), the more developed the arrangements of the leader’s music.

For example, the American leader, Franklin Roosevelt, plays the Marine Hymn when you see him or mouse over one of his cities, while George Washington plays a fife and drum tune called “Washington’s Artillery Retreat.” Early in the game these tunes are presented in primitive fashion, but later they become more sophisticated until by the late game modern, sometimes orchestral or marching band renditions are used. So, the diplomacy music represents not only the culture being portrayed, but also the historical era the leader’s culture is in currently..

Another great example is the music for Frederick the Great. We used the “Volga Boatman’s Song.” The early arrangement uses only marimba, played with various mallets (soft, medium and hard) and the tune is hinted at very discreetly. By the time the late era piece is heard though, it’s a full orchestral performance.

Movie Music
The other major area of musical experience in the game is in the various movies. There are actually two opening pieces: one composed for Civ IV by Christopher Tin, that is heard during the dramatic opening sequence, menu selection and game set-up. The other, written by yours truly for Civilization I, is the underlay for our version of the beginning of the universe and the world. In Civ IV, this piece is finally realized for full orchestra and is narrated by Leonard Nimoy.

As always, we hope you enjoy our game, but this time, listen to the music closely and enjoy!

Jeff Briggs
President / CEOFiraxis Games

Religion in Civilization IV

Religion has always played a critical part in human history. Through religion, man has sought to make sense of the universe around him and to determine his place in it. Religion has inspired, enlightened and ennobled man; in its name men have erected beautiful buildings, written books of great wisdom, and made music of surpassing beauty. In its name men have also murdered and enslaved their fellows. Given the importance of religion throughout history, it seemed fitting that we should try to address it in Civilization IV.

Through our tests, it was determined that the optimal number of religions for gameplay purposes was seven (a number that seems to come up quite often when designing versions of Civilization). We then set about making a list of seven important and recognizable religions. After a lot of deliberation and more testing, we narrowed the list down to these: Buddhism, Christianity, Confucianism, Hinduism, Islam, Judaism, and Taoism.

If you are the first to discover the technology associated with a religion, the religion is founded in one of your cities. Religion can spread passively throughout your cities and even into neighboring cities belonging to your opponents. Establishing trade routes can help spread your religion faster and farther. Certain religious buildings can also help this passive spread but if you want to move the process along, you will want to create missionaries. Missionaries are units that you can move to another city (your own or an opponent’s) and attempt to directly convert that city to your religion.

In addition, having cities that have converted to your state religion can give you monetary and happiness bonuses. You can also get some line of sight benefits, and provide yet another interesting decision in a game already filled with interesting decisions.

Barry Caudill, Producer
CIVILIZATION IV
FIRAXIS GAMES

Civics in Civilization IV

Sid Meier’s Civilization IV
Developer: Firaxis Games
Publisher: 2K Games
Release Date: November 2005
Civics
By: Barry Caudill
Senior Producer, Firaxis Games
9/6/05

Choosing your government has been an interesting part of playing Civilization since the original. In Civ IV, our team at Firaxis has really ramped up this feature and given players many more choices, which bring with them a whole new set of interesting decisions to make and strategies to employ. The new Civics system will allow players to customize their government to fit their current situation and style of play.

In the game, when you first open the Civics page you will see 25 options divided into 5 categories. The categories are: government, legal, labor, economy, and religion. Initially, you will be limited to the lowest levels for each (making you a barbaric, decentralized despotism with tribal labor and practicing paganism), but you will unlock more of the choices based on your research. Changing to new Civic forms will have a dramatic effect on the character and success of your civilization. You’ll be able to boost or cut productivity, wealth, and happiness, make choices to increase/decrease the spread of religion, and even affect your ability to produce and maintain a large standing army.

Of course, it’s not just as simple as picking all the highest level Civic options. A monarch needs to make the tough decisions. Every choice has an upkeep level assigned to it and you could end up with a really great government that puts you in the poorhouse. In addition, your current circumstances might make it impossible for you to use some of the higher-level choices. The good news for all the leaders out there is that you will be able to play around with all the choices and get an idea of the costs and benefits before you have to “Start the Revolution”.
So, the choice is up to you. Will you be a despot or a king? Will your people respond better to a democratically elected ruler or a theocrat? Will you have a free market or is everything state property? Make the best choices and lead your people to their rightful place in history!

Modding Sid Meier’s Civilization IV

Sid Meier’s Civilization IV
Developer: Firaxis Games
Publisher: 2K Games
Release Date: October 25, 2005

Modding Sid Meier’s Civilization IV
By: Barry Caudill
Senior Producer, Firaxis Games
9/20/05

The 1996 release of Sid Meier’s Civilization II represented a huge step forward for the series (which was originally created in 1991), and the change that probably had the most significant long-term impact on the Civ community, was the addition of the concept of fan-created content. The fact that people are still creating and sharing scenarios for Civ II, is a testament to this theory. With Sid Meier’s Civilization IV, our team at Firaxis is trying to recapture that level of interest and then completely surpass it. Our goal is to make this the most moddable version of Civ ever, so we created three levels of tools offering fun, accessible modding options for every type of player - from casual to hard-core.

The first level is the World Builder, which is an easy-to-use, yet powerful map editor allowing gamers with little experience to create custom worlds. At any time during a game, players can call up the world builder and change numerous things on the map. They can add rivers, place tiles, resources, roads, improvements, cities, units, and nearly anything else that appears on a map. Players can determine which buildings are in the cities, how many people live in any city, what each city is producing, what each Civ has researched. They can also establish who is at war and each AI’s attitude toward every other Civ. World Builder offers a fun accessible way for anyone to create quick, customized scenarios.

The next level offers Python and XML support, letting modders with more experience manipulate the game world and everything in it. XML (eXtensible Markup Language) files can be edited in standard text editors or in special XML file editors that have ease-of-use features like a grid view. Editing these files will allow players to tweak simple game rules and change or add content. For instance, they can add new unit or building types, change the cost of wonders, or add new civilizations. Players can also change the sounds played at certain times or edit the play list for your soundtrack. NOTE: You can have custom soundtracks simply by adding music to the custom folder. You only need to edit the XML in order to assign certain pieces to specific eras or remove certain pieces.

The Python scripting language is fully integrated throughout the game and offers experienced modders a chance to really strut their stuff! People with some programming skills will be able to do things to alter the game in interesting and extraordinary ways. For instance, all of the game interface screens are exposed to Python, so modders will be able to change the information that’s displayed, as well as how it’s positioned on the screen. We also use Python to create and generate all of the random map scripts that are included in the game. So, players will now have the ability to add scripted events to the game like automatically generating units when a tile is reached, having specific situations trigger automatic war, or get this, bringing back Civil Wars caused by unrest, Civ II style!

So, we’ve got an integrated World Builder, XML tweaks and additions, and an extensive event system. And that’s not all folks. Just for you, we’ll throw in a set of Ginsu steak knives, a miracle hair restorer, and… the Civ 4 SDK…all for one low price!

That’s right! In early 2006, Firaxis will give Civ fans the ultimate moddability tool in the form of an SDK that will allow players to change the way the game functions at a very high level. Don’t like the way the AI reacts? Change it. Want to change the way combat works by adding stack attacks with multiple units fighting at once? Do it. Essentially, modders can do anything short of changing the basic graphics engine, the core Civ engine, or the network code. The sky is truly the limit and we’re really looking forward to seeing what the incredible Civ fans create.

Welcome to Sid Meier's Civilization


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

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

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

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

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

Multiplayer –LAN, Internet, PBEM, and Hotseat offer players all-new strategies and ways to play when competing or cooperating with live opponents.

Team Play - Whether playing multiplayer or single player, team play offers a new way of setting locked alliances that result in shared wonder effects, visibility, unit trading, and shared territory that delivers a plethora of new strategic and tactical options.

Civ IV comes to life! - Beautiful 3D world with dozens of fully animated units (including culturally unique units), and totally customizable armies. Cities and wonders will appear on the map. Wonder movies are back!





Mods and Community Tools - Designed from the ground up for modability, the game contains a powerful map editor with XML and Python support.

Choose Your Leader – Most Civs now have 2 leaders from which to choose, with each Leader having traits that provide various bonuses to the player.

Civics – With the discovery of new techs, civic options can become available. Freedom of speech or slavery? Hereditary rule or open elections? This creates endless government choices and possibilities!

Religion – Now there are 7 religions in the game that are unlocked through researching. When unlocked, the religion spreads through a player’s empire allowing them to use the religion to help manage happiness, gain gold and create Great Prophets.

Great People - As the player uses specialists they gain Great People points in the city that is utilizing the specialists. Great People include the Artist, Tycoon, Prophet, Engineer, & Scientist. They can be used to get free techs, start Golden Ages, or join a city to increase its output.

Promotions – Each unit has a promotion path that emphasizes specific unit traits. Promotions include bonuses to Attack/Defend on specific terrains/features, movement bonuses, sight/visibility bonuses, and increased withdrawal chances.

In-Game Cinematics – Civ IV will have over 40 in-game cinematics.