Civilization IV


Civilization IV
Sid Meier's Civilization IV
Sid Meier's Civilization IV
Developer(s) Firaxis Games
Publisher(s) 2K Games & Aspyr
Designer(s) Soren Johnson
Series Civilization
Engine Gamebryo
Version 1.74[1] (July 20, 2007)
Platform(s) Windows, Mac OS X
Release date(s) Microsoft Windows
  • NA October 25, 2005
  • PAL November 4, 2005
Mac OS X
June 30, 2006
Genre(s) Turn-based strategy game, 4X
Mode(s) Single player, multiplayer
Rating(s)
Media/distribution CD (2), DVD (1), download
System requirements

Windows 2000/XP/Vista
1.2 GHz Processor
256 MB RAM
1.7 GB free space
4x DVD Drive
DirectX 9.0c –compatible 64 MB video card with hardware T&L & pixel shader
DirectX 9.0c-compatible sound card

Sid Meier's Civilization IV (also known as Civilization 4 or Civ4) is a turn-based strategy, 4X computer game released in 2005 and developed by lead designer Soren Johnson under the direction of Sid Meier and Meier's studio Firaxis Games. It is the fourth installment of the Civilization series. Civilization IV was released between October 25 and November 4, 2005 in North America, Europe, and Australia. The game's first expansion, Warlords, was released on July 24, 2006 in North America and July 28, 2006 in the European Union. A second expansion, Beyond the Sword, was released worldwide between July 18 and July 30, 2007. A remake of Sid Meier's Colonization, based on a total conversion of the Civilization IV engine, Colonization, was released on September 23, 2008. As of March 26, 2008, Civilization IV has sold 3 million copies according to Take-Two Interactive.[2] The game was re-released along with both of its expansions in 2007 in an edition entitled Sid Meier's Civilization IV: Complete; the North American version of this compilation was released on May 12, 2009 in a DRM free package that contains the core game, the two expansions, and the 2008 Colonization remake. Civilization IV was released in Chinese, Polish, German, French, Spanish, Italian, Japanese, Russian, Finnish and English.

Civilization IV is a turn-based game in which the player builds an empire from very limited initial resources. All standard full-length games begin in 4000 BC with a settler who builds a single city. From there, the player expands an empire while contending with rival nations, using the geography, developing infrastructure, and encouraging scientific and cultural progress. By default, players can win the game by accomplishing one of five goals: conquering all other civilizations, controlling a supermajority of the world's land and population, being the first to land a sleeper ship in the Alpha Centauri star system, increasing the Culture ratings of three different cities to "legendary" levels, or by being declared "World Leader" by winning a popularity election through the United Nations. If the game's clock runs out (by default in the year 2050 AD) with none of these goals fulfilled by any nation, the nation with the highest score is declared the winner.

Contents

Gameplay

Diplomacy

Diplomacy in Civilization generally involves the trading of goods. Specific technologies are required to trade different commodities (for instance, a civilization must possess the technology of paper to trade world maps). Players may trade technologies, resources, maps and gold. Advanced diplomacy options include the creation of trade embargoes, the promise of military aid, and the adoption of particular civics and religions. Finally, the United Nations wonder allows the passing of global resolutions (Such as the Nuclear Non-Proliferation Treaty) in addition to granting access to the diplomatic victory.

The reasoning behind AI diplomacy is more transparent when compared to Civilization III. The Diplomacy window now not only displays the other leader's disposition towards the human player (from friendly to furious), but why they feel that way (e.g. "-2: You refused to stop trading with our worst enemies!"). When a leader is sympathetic towards another civilization, they are more likely to accept deals without unfair bargaining.[3]

Combat

Instead of receiving generic increases in rank as in Civilization 3, the player is allowed to "promote" units with upgrades that provide bonuses in certain situations (For example +25% city defense, or +25% vs. melee units.) There are 41 different types of combat promotions. It is also possible for players to examine "combat odds" before attacking, giving the player an idea as to whether a given attack will succeed or not.[3] In addition, units in the game can be upgraded by spending a certain amount of money, and different nations have their own unique units. Leader traits can also play a part in warfare, for example a leader with the "Aggressive" trait receives melee and gunpowder land units with the promotion "Combat I" right away.

Production

The game features 32 resources. Resources enable construction of units which require them, double the speed of construction of certain wonders of the world, accelerate city growth, or simply add happiness or health to all cities. To trade goods or to send them to other cities within one's border, they must have some form of connection between the goods and the city. In the later game, this connection can be through ocean tiles, but in the early game, it is limited to roads and rivers. Cities on the same river or same coastline are automatically connected for trading purposes.

Unlike in Civilization 3, the player is no longer able to transfer all production from one project to another, but all production on an already-begun project will remain. For example, if the player is building a temple but decides to switch to a harbour, production on the harbor will start from scratch, but the temple will stay in the building queue and retain all previous progress, aside from some decay over time.[3]

Religions

The concept of religion is new to the Civilization series, where in previous games players built generic temples and cathedrals to contribute to happiness and culture. There are now seven distinct religions in the game: Buddhism, Christianity, Confucianism, Hinduism, Islam, Judaism and Taoism.[4] Each religion in the default game is associated with a specific technology on the tech tree; the first civilization that gains the technology founds the religion. For example, Christianity is founded by the civilization that first discovers "Theology". Custom games can link the founding of a religion to a technology but the player has his or her pick of which religion is founded. There are no special traits or bonuses associated with any particular religion.

Religion factors into a number of existing game mechanics. Civilizations that share a common state religion will find themselves more agreeable in their diplomatic dealings; conversely, civilizations with differing state religions will not be as close diplomatically. The religion's founder may also receive an economic benefit: if that civilization expends a Great Prophet at the religion's holy (founding) city, it will construct that religion's most sacred building and generate 1 gold per turn for every other city that hosts that religion. Once a player creates a missionary, he or she can send it to another city to spread that missionary's religion. Once a religion has spread to a city, there is no way it can be removed. Finally, if a civilization has adopted a religion as a state religion and owns that religion's holy city, they will receive 'line-of-sight' (fog of war is lifted) in every other city hosting that religion.[3]

When it comes to selecting a player's civic options, there are five under the "religion" category. All players start with Paganism, but later on can impose a theocracy, adopt pacifism, have freedom of worship or have an organized and integrated religious policy. These civics can provide a great incentive to spread a state religion throughout one's empire, as the best bonuses will only be applied to cities in which the religion is present.[3]

Civilizations and leaders

Each of the eighteen civilizations has at least one leader, and eight have two leaders. Each leader has two "personality traits" which offer bonuses to various game mechanics, as well as a distinct personality and behavior. Several historic figures not used in previous Civilization games, but included in Civ IV are: Asoka, Franklin D. Roosevelt, George Washington, Hatshepsut, Mansa Musa, Kublai Khan, Peter the Great, Qin Shi Huang, Cyrus the Great, Saladin (though Saladin was a hidden leader in Civilization II), and Queen Victoria. Some art assets also existed in the game files for a Sumerian civilization led by Gilgamesh and they were used by the modding community to introduce the Sumerians into the game. Other unfinished art included leader head artwork for Pericles, Augustus, and Menes. Gilgamesh, Pericles and Augustus were officially added in the expansion packs later.[5]

All civilizations have some element of uniqueness and all leaders have certain traits based on their achievements in life. All civilizations also have a unique unit, which replaces a standard unit (such as Persian Immortals replacing Chariots).[3]

Civilization IV
Civilization Unique Unit Leader(s) Capital
American Navy SEAL Washington, Roosevelt Washington
Arab Camel Archer Saladin Mecca
Aztec Jaguar Montezuma Tenochtitlan
Chinese Chu-Ko-Nu Qin Shi Huang, Mao Zedong, Taizong (in the Chinese version) Beijing
Egyptian War Chariot Hatshepsut Thebes
English Redcoat Elizabeth I, Victoria, Winston Churchill London
French Musketeer Louis XIV, Napoleon Paris
German Panzer Frederick, Bismarck Berlin
Greek Phalanx Alexander Athens
Incan Quechua Huayna Capac Cuzco
Indian Fast Worker Asoka, Gandhi Delhi
Japanese Samurai Tokugawa Kyoto
Malinese Skirmisher Mansa Musa Timbuktu
Mongolian Keshik Genghis Khan, Kublai Khan Karakorum
Persian Immortal Cyrus Persepolis
Roman Praetorian Julius Caesar, Caesar Augustus Rome
Russian Cossack Peter, Catherine Moscow
Spanish Conquistador Isabella Madrid

Technologies

Tech tree of Civilization IV

As in prior versions of Civilization, a set of technologies are arranged in a tech tree. A total of 86 are included in the game, up from 81 in Civilization III.[6] Technologies have many uses; they can be used for trade, for the construction of new terrain improvements, units, buildings and wonders, to reveal new resources, for the founding of new religions, or for the development of new forms of government. To discover a new technology, it is first necessary to discover the prerequisite technologies (for example, democracy can only be discovered after the printing press).[3]

Unlike previous versions, technology development is flexible: certain technologies can be discovered by following more than just one path, and others (all six starting technologies, for example hunting) are not linked to any technology and must be found from scratch. The game's technology tree displays all the techs in the game and their relation with one another, and allows the player to queue any number of technologies for research. If multiple paths lead to the target technology, the AI will pick the shortest. The final technology in the game, as in previous versions, is called "Future Tech", followed by a number; each iteration of it imparts a happiness and health bonus to that nation's cities. In previous Civ games, Future tech gave a score bonus, but no gameplay advantages.[3]

The discovery of each technology is announced by the game's narrator, Leonard Nimoy. In the single-player game, he reads off a famous quotation pertaining to the technology; the sources of the quotations range from the Buddha, Charles Darwin and the Bible to Lonnie Donegan, Steve Wozniak, Dan Quayle, and a monotonic "Beep. Beep. Beep." attributed to the Sputnik space probe. In multi-player games, Nimoy simply declares, "You have discovered [Name of Technology]."[3]

Wonders

The game features a number of World Wonders which bestow certain advantages to the city or the empire of the civilization that construct it. A number of World Wonders which have been present in earlier versions of the game have been tweaked to reduce their overall effect on the game dynamic. For example, in prior versions the Pyramids (granary in every city) and Sistine Chapel (cathedral in every city) could dramatically alter the balance of gameplay. In Civilization IV, many of the World Wonders provide a temporary boost to money, science and a permanent boost to culture. A Wonder can only be built once although multiple civilizations can compete to be the first to complete said wonder.[3] Certain technologies make certain Wonders obsolete; though the Wonder's base effects to the city (culture and great person points) remain, its special effects are removed, to show how modern technology eliminates the influence or use of older wonders.

There are a number of National Wonders which can be built by all civilizations once which give city-specific bonuses and often have a particular pre-requisite gameplay conditions to permit construction as well the relevant technologies. Only two National Wonders can be built in any one city, which encourages players to think strategically about which National Wonders should be built in which cities.[3]

Scoring system

Score is based on a number of factors, including military growth and success, population size and attitude, technological advancement, construction of wonders and economic growth. At the end of a game, the leadership skills of players are compared to a subjective list of twenty of the best or worst leaders in history, similar to the list in the first Civilization game.

The released version of the game abandoned Civilization III's graded scale. In Civ3, a spectacular victory on the easiest difficulty would provide the player with only a middling score, and the best titles were only awarded to players attempting the hardest difficulties. The original Civilization, as well as Civilization IV, on the other hand, allows the player to obtain any score on any difficulty level. As of the v1.61 patch, the grading system has returned to the curved-by-difficulty scale.[3]

Victory conditions

  • Conquest Victory – achieved by the player who successfully eliminates all of their rivals.
  • Domination Victory – awarded when a player uses military might and cunning negotiation tactics to conquer a certain (often large) percent of the world's population and a certain (large, but not quite as large) percent of the global land mass.
  • Cultural Victory – awarded when a player has developed a culture so powerful that three of their cities have achieved legendary culture status. Legendary culture status is achieved by culture points, with the exact amount depending on game speed (25,000 for quick, 50,000 for normal, 75,000 for epic and 150,000 for marathon).
  • Space Race Victory – achieved when a player completes all of the components necessary to send colonists off into space to found a new colony on Alpha Centauri and is the first to have their ship arrive there.
  • Diplomatic Victory – awarded to the diplomatically gifted player who manages to garner 75% of the "Yes" votes (abstentions don't count) in the United Nations or Apostolic Palace elections.
  • Time Victory – achieved by the player who can do whatever it takes throughout all of human history to defeat enemies, expand their civilization, win the hearts and minds of the people, and boasts the highest score at the end of the game, in 2050 AD. A time victory will only be enabled if any of the previous five victories are not achieved by 2050. A time victory, like all the other victory conditions, can be disabled, and the player can build his or her civilization past 2050 AD (although the player will occasionally be subjected to "Global Warming").[3]

New features

Gameplay

A screenshot of Civics option menu in Civilization 4'.

Many aspects of Civilization IV are new to the series. These include, but are not limited to:

  • Great People that fall into seven categories, the original great people are: artists, merchants, prophets, engineers and scientists; generals and spies are added in expansion packs. Great People can be used to create several different effects: they can join the city as a Specialist; provide a one-time bonus or unique building; contribute to the discovery of a new technology; or be used to trigger a Golden Age, at least two at a time, except with the Beyond the Sword expansion where the first is triggered by only one. Great People include Aristotle, Plato, Moses, Homer, William Shakespeare, Ramakrishna, Michelangelo, Leonardo Da Vinci, Isaac Newton, Zoroaster, Jalal al-Din Muhammad Rumi, Coco Chanel, Albert Einstein, Marie Curie, and more. They can be born to any civilization. (For real world historical implications see: Heroic theory of invention and scientific development)
  • The founding and spreading of religions and the adoption of a state religion (see above).
  • Instead of subtracting from a city's population upon completion, Settler and Worker units cause the city to suspend its population growth by contributing its food production to the unit's total. Both units are relatively expensive—which, as implied by the in-game "Hints" feature, is to slow the pace of expansion by forcing players to spend time maturing their cities. (A Settler requires 100 points of food and/or production to create; in comparison, the Musketmen military unit requires only 80.)
  • The cash flow of cities and city improvements has been reversed completely from predecessor games. The concept of "city maintenance" replaces the concept of "corruption". Each city in a CivIV empire pays a certain maintenance fee which rises for all cities when new ones are created. Thus a new city with no improvements is a net drain on income.
  • Governments have been replaced with a more flexible civics model with five different categories — Government, Legal, Labor, Economy, and Religion — and five separate civic options within each category. For example, the Labor category includes the civics tribalism, slavery, serfdom, caste system and emancipation.
  • AI civilizations no longer act as if they start the game knowing what the map looks like. Instead, they make full use of all options and exhibit better long-term planning.
  • Barbarians now form cities in unexplored or unwatched territories, often named after their tribe or culture (Hun, Visigoth, etc.). These cities act and react like any other city: they send out worker units to improve terrain, can be captured or razed by military force, can be culture-flipped, and so on. However, they cannot be contacted via diplomacy. Barbarian cities do not produce settlers to expand with new cities, although new barbarian cities can crop up unseen.
  • The United Nations can pass resolutions. Until the Beyond the Sword expansion pack, these resolutions were automatically binding; Beyond the Sword introduced the option of defying the resolution, which carried certain drawbacks.
  • Unit improvement is specialized and no longer random. Military units now gain experience points and can be awarded a promotion for each time they go up a level. These promotions generally increase the unit's strength under certain conditions (in forests or jungles; against gunpowder-based units; when attacking cities), others provide utility bonuses (can heal while moving; can use enemy roads). Several generic units and many culture-specific units receive free promotions when built. Some units have additional inherent bonuses to define their intended use (archers, for example, have an inherent bonus which increases their strength when defending cities or hills). Promotions are carried over when unit is upgraded, whereas bonuses are not.
  • Military units no longer have separate ratings for attack, defense and health, but instead a single strength rating. The combatants' strengths are modified by multiplicative promotion and circumstance bonuses, and the highest number generally wins. As of the game's most recent patch, a damaged unit loses half that amount of combat strength. The player may now check the probability of success before commissioning an attack.
  • Individual citizens in each city no longer have their own nationality. The nationality breakdown of each city is now a cultural breakdown; foreign culture can affect a city without the use of military conquest.
  • Random events were not implemented until the Beyond the Sword expansion.

Interface changes

  • Pollution, size restrictions, and similar aspects have been combined into one "City Health" system. Resources and buildings — such as wheat and hospitals — add health points, while population growth and industry add unhealthiness points. Forests and fresh water near the city increases the health score, jungles and flood plains decrease it. An imbalance in favor of sickness causes a food production penalty for the city. Fallout continues to exist in the case of a nuclear attack or meltdown.
  • Some streamlining elements have been introduced, such as the ability to select and issue orders to multiple units at the same time. When population grows, a new technology is discovered, or a new unit/improvement is built, any excess food, research, or production is carried over rather than wasted (truncated).
  • Greater emphasis has been placed on the overall map-view mode. Where, in previous Civilization games, a player was often forced to access the City Management screen, almost all of its functions have been integrated into (or made accessible via) the standard map view, as have many abilities (diplomacy, research topic selection, tax rate, etc.) that were formerly the domain of the Advisor screens.

Audio-visual

See also: Music in Civilization IV
  • The game's soundtrack features compositions of Medieval, Renaissance, Baroque, Classical, Romantic and Minimalist origin, and contemporary by Jeff Briggs. The 2011 Grammy Award winning song "Baba Yetu" was composed specifically to be played at the start of the game. The title means "Our Father" in Swahili, and the song itself is a rendition of the Lord's Prayer. It is performed by Stanford University's Talisman A Cappella and was composed by Christopher Tin.
  • Each leader has a unique piece of music played during diplomacy (with the exception of Kublai Khan and Genghis Khan who share music).
  • Narrative voice acting is provided by Leonard Nimoy, who reads a quotation related to a technology when it is discovered. Land-based units also offer short phrases in their culture's native language when selected. If the player's view is near a city, they will hear sounds related to the nation which owns that city.
  • Great artists visually resemble famous people, such as Elvis Presley and William Shakespeare, even when they are not given those names. The "create great work" button for the Great Artists is a picture of the Mona Lisa.
  • Sound effects are played when certain buildings or improvements are built, such as coins jingling when a bank is completed. Ambient sounds can also be heard near different terrains when zoomed in. For example, near the ocean or on its shore, waves splashing and breaking up can be heard.
  • Civilization 4 uses a 3D engine which allows zooming smoothly from world map levels down to individual squares. There's a set of overlays for world map levels.
  • Wonder movies have returned after being absent in Civilization III.
  • As game time passes and the player enters new eras, pictures of devices that measure the passage of time are shown. When the player leaves the Ancient era and enters the Classical era, a picture of a sundial appears. The player is shown a picture of an hourglass upon entering the medieval era, an armillary sphere upon entering the Renaissance, an analog clock upon entering the Industrial Age, a digital clock upon entering the Modern Era, and, in Beyond the Sword, an identical digital clock upon entering the future era.

Wonders and Projects

  • The Three Gorges Dam has replaced the Hoover Dam, which was a Wonder used in previous versions.
  • Spaceship journeys to Alpha Centauri are always successful in games prior to the second expansion, Beyond the Sword, after which the chance of success once again varies depending on how complete the spacecraft is; it is possible, by fully constructing the spacecraft, to guarantee success.
  • Civ IV is the first in the franchise not to feature SETI as a wonder.

Official maps and scenarios

Sid Meier's Civilization IV included some bonus content, released with mainly the purpose of showing modding capabilities:

  • Earth – This is the world map of the game. 124x68 tiles big, it features just 9 ancient civilizations. It is based on the Robinson projection of the Earth in order to optimize its size.[7] Later, an 18 civilizations version was released, and being reckoned "flawless", it won the first prize at GameFlood modding contest.[8]
  • Earth Ice Age – This map is set in the world during the last ice age (20,000 years before present). 11 randomly-picked civilizations are contained in this map.[9]
  • Earth 1000 AD – 13 civilizations populate the world in this recreation of the Earth at the time of the Crusades.[10]
  • Greek World – To reenact the classical Mediterranean, a special map was made, based on Hecataeus' map of the world, as it was known by the Greeks. Extra detail is borrowed from other ancient sources such as Homer, Ptolemy, and Herodotus.[11]
  • Desert War – This scenario represents the Mediterranean theater of World War II. Axis and Allies have different cities as objective. They can win the game holding them for 10 turns.
  • American Revolution – This scenario begins in 1775 AD. Player can side with American colonists or with the British Crown.
  • Rhye's and Fall of Civilization – This scenario offers the "closest-to-reality" experience with much of the core settings of the game having been changed to ensure historical realism. Includes a dynamic rise of civilizations and other features like stability, plagues, congress and different Unique Historical Victories for each civilization. The player can decide to begin at the dawn of humanity (3000 BC) or at the beginning of the Middle-Ages (600 AD). It is currently one of the three user-made mods to be officially included with the game.

Development

Customization

Civilization IV is much more open to modification than its predecessors. Game data and rules are stored in XML files, and a Software Development Kit was released in April 2006 to allow AI customization. Major parts of the interface, map generation, and scripted events are written entirely in Python and can be customized.

World Builder

The World Builder allows a player to create a map from scratch or to use an in-game situation as a starting point for a new scenario. The user can modify the map by placing and modifying rivers, landmasses, mountains, resources, units and cities. For example, it is possible to adjust a city's population or culture. Additionally, each civilization's technological progress as well as its diplomatic and military ties to other civilizations can be edited. The world builder can also be used during the middle of a campaign to change anything from names of cities to giving yourself more units making it a quite useful in game cheat device. The World Builder for Civilization IV is in-game, in contrast to previous Civilization games where the Map Editor was an external application.[12]

XML

More game attributes are stored in XML files, which must be edited with an external text editor or application. Barry Caudill, a senior producer at Firaxis Games, said in September:[13]

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.

At the current time the XML processing in Windows is permissive of errors, whereas the Mac OS X version is not. As a result, some XML files which will work on the Windows version of the game may need correcting before they function correctly on the Macintosh version.[14]

Python

The game uses boost.python to allow the Python programming language access to many parts of the game (including the style and content of all interface screens). Python can also be used to modify random map generation and to add complex scripted events.

The version of Python present in the Windows version of the game differs from the version in Mac OS X up to and including version 10.4.7, and as a result, while most Python files for the Windows version will work on the Macintosh version, not all will. The reverse is also true.[14]

Software development kit

The Civilization IV software development kit was released on April 13, 2006 to coincide with the release of the v1.61 patch. The kit allows players to view, modify, or completely re-write the game's DLL source code, enabling the modification of the game's AI and other integral parts of the game.[15]

As of the first official patch for the Macintosh version (v1.61 Revision A), there is no SDK for the Macintosh version of the game. In fact the Macintosh version lacks the separate library of game related code which the PC version uses, but instead includes the code compiled into the main executable. There is as of yet no indication of whether this will change in a future patch.[14]

Release

Launch problems

The release of Civilization IV reportedly included some technical, production and shipping problems. The most common packaging errors have been French and German technology charts in English-language boxes[16] and the erroneous packing of two of the same CD-ROM, rendering the game unplayable.[17] 2K Games replaced such shipments. Other copies have mislabeled disks; since this does not affect gameplay, users are asked to just use the right CD-ROM when applicable.[18] There have also been some cases in which the game manual has pages situated in the wrong place (e.g.: page one is the very last page of the manual). There are also many typographical errors in the Dutch manual.

Platforms

Civilization IV is available for Windows (PC) and Mac OS X. The Mac OS X version is published by Aspyr and was released in June 2006. A Mac digital version was released January 2010 on gameagent.com.[19] Though it lacks some of the customization features which were added to the PC version in v1.61, it is otherwise identical to v.1.61 of the PC version.[citation needed] The game was released as a Universal binary, running natively on both PPC- and x86-based Macintoshes. Mac OS X users may also, in addition to the cross-platform GameSpy service (although Revision B is required for GameSpy), use GameRanger to play multiplayer games.[citation needed]

Civilization IV and its expansions are also available via Steam and Turner Broadcasting System's GameTap subscription service.[20] Multiplayer games involving both game platforms work, but require the use of one of the multiplayer options other than "Internet Play" due to the incompatible formats employed.[citation needed]

Spin-offs

A re-make of Sid Meier's original (1994) Colonizations built with Civilization IV's game engine, Civilization IV: Colonization, was released for Mac and PC. It is a standalone game, playable without the original Civilization IV.

Recently Oasys Mobile published various arcade games under the brand name of Sid Meier's Civilization IV like Civilization IV: War of Two Cities, a catapult game and Civilization IV: Defenders of the Gates, which is a tower-defense game.[21]

Expansions

Two expansion packs have been published for Civilization IV. The first one, entitled Civilization IV: Warlords, was released in the United States on July 24, 2006 and in Europe two days later, on July 26, 2006.

The second expansion pack, Civilization IV: Beyond the Sword, was released on July 18, 2007 in the United States and on July 20, 2007 in Europe. The expansion focuses on adding content to the in-game time periods following the invention of gunpowder, and includes more general content such as 11 new scenarios, 10 new civilizations, and 16 new leaders. It also expands the technology tree.

Reception

Civilization IV was exceptionally well-received by video game critics, with an aggregated review score of 94 on Metacritic.[22] The game was generally praised for its depth in strategy and for competent AI opponents, with several critics calling the game "addictive" and "infinitely replayable". At the same time, many critics appreciated the more streamlined and intuitive interface as well as the visual and sound design, describing them as more welcoming of newcomers to the series.[22]

Awards

Civilization IV won multiple awards at various events and gaming websites.[28] IGN chose the game as the PC Game of the Year in 2005 over F.E.A.R. and Guild Wars,[29] and also as the Best Strategy Game (both overall[30] and on PC[31]) and Best Online Game of 2005 on PC.[32] In 2007, IGN also ranked the game at #2 on Top 25 PC games of all time.[33] GameSpot awarded the game Best PC Game[34] and Best Strategy Game of 2005,[35] and nominated it for Game of the Year.[36] GameSpy named the game Game of the Year,[37] PC Game of the Year,[38] and Best Turn-Based Strategy Game of 2005.[39]

At the 9th Annual Interactive Achievement Awards, Civilization IV won Strategy Game of the Year and was nominated for Overall Game of the Year (lost to God of War) and Computer Game of the Year (lost to Battlefield 2).[40]

In the 2010 Grammy Awards, the Civ IV theme, Baba Yetu, won in the Best Instrumental Arrangement Accompanying Vocalist category.[41][42] This is the first Grammy Award nomination and win for any video game theme.

Notes

  1. ^ "Firaxis Games: Games: Sid Meier's Civilization IV". Firaxis.com. http://www.firaxis.com/support/support_detail.php?gameid=6&patch=1. Retrieved 2008-10-27. 
  2. ^ "Recommendation of the Board of Directors to Reject Electronic Arts Inc.'s Tender Offer" (PDF). Take-Two Interactive Software, Inc.. 2008-03-26. p. 16. Archived from the original on April 8, 2008. http://web.archive.org/web/20080408234728/http://taketwovalue.com/documents/TTWO_Value.pdf#page=16. Retrieved 2008-04-01. 
  3. ^ a b c d e f g h i j k l m Firaxis Games, Civilization 4 Manual, Firaxis Games 
  4. ^ (2005) Sid Meier's Civilization IV manual (English). 2K Games/Firaxis, p.79
  5. ^ "Expansion Pack PREVIEW! – Civilization Fanatics' Forums". Forums.civfanatics.com. http://forums.civfanatics.com/showthread.php?t=139720. Retrieved 2008-10-27. 
  6. ^ Comparison of Civilization and 4 Retrieved on 3/8/08
  7. ^ "Sid Meier's Civilization Mods by Rhye – Civilization IV official Earth map, based on Robinson projection". Rhye.civfanatics.net. http://rhye.civfanatics.net/pages/civ4-Earth-description.php. Retrieved 2009-10-24. 
  8. ^ http://www.gameflood.com/Index.cfm/Mod/Contest/stgAct/ContestLanding
  9. ^ "Sid Meier's Civilization Mods by Rhye – Civilization IV official Ice Age Earth map". Rhye.civfanatics.net. http://rhye.civfanatics.net/pages/civ4-Ice-Age-description.php. Retrieved 2009-10-24. 
  10. ^ "Sid Meier's Civilization Mods by Rhye – Civilization IV official 1000 AD scenario". Rhye.civfanatics.net. http://rhye.civfanatics.net/pages/civ4-Earth-1000AD-description.php. Retrieved 2009-10-24. 
  11. ^ "Sid Meier's Civilization Mods by Rhye – Civilization IV official Greek World scenario". Rhye.civfanatics.net. http://rhye.civfanatics.net/pages/civ4-Greek-World-description.php. Retrieved 2009-10-24. 
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