Welcome to Sid Meier's Civilization IV on macOS! Developed by Aspyr Media, this 2011 release is a deep dive into history and empire-building. You'll guide a civilization from its humble beginnings, making critical decisions about city development, technological advancement, and military expansion. It's a game of grand strategy where every choice matters, whether you're focusing on peaceful growth or aggressive conquest. With its blend of history, war, and interactive gameplay, Civilization IV offers endless replayability for those who love to strategize.
This guide is your roadmap to mastering the complexities of Civilization IV. We'll cover everything from the initial setup and understanding the nuances of leader traits to executing aggressive tactics and achieving victory. Whether you're aiming to conquer the world through strategic city development and military might or simply want to explore the vast possibilities of empire-building, this guide provides the insights you need to succeed. Prepare to embark on a journey through time and forge your legacy.
Part 1
Begin your journey in Civilization IV: Colonisation with Part 1 of this comprehensive guide. Learn about map selection, starting strategies, and initial nation choices.
Welcome to my 41st guide, and the 4th in the Civ 4 series, behind the Civ 4 game itself, Warlords and Beyond the Sword, which is probably the best expansion pack I've seen in my life. Anyway, this is for Colonisation, a remake of the 1994 version done by Sid Meier himself. This does not require the base game (Civ 4) to play, so don't fret there. This is going to be a dream for me in terms of writing, I always wanted to write for Colonisation, the DOS version, but I'll just do the updated version now. Enjoy!
Version History:
- Version 0.0 [26/9/08]: Started this guide.
- Version 0.1 [27/9/08]: Started with Table of Contents.
- Version 0.2 [9/10/08]: Completed Chapter 2.
- Version 0.3 [10/10/08]: More on Chapter 2.
- Version 0.4 [13/10/08]: Added ASCII. Completed Chapter 3.
- Version 0.5 [15/10/08]: Started on the Founding Fathers.
- Version 0.6 [16/10/08]: All the Founding Fathers are complete.
- Version 0.7 [17/10/08]: Tidying up.
- Version 0.8 [19/10/08]: Completed more about the Indian leaders.
- Version 0.9 [22/10/08]: Update on the terrain and resource bonuses. Completed that as well.
- Version 1.0 [23/10/08]: Completed Chapter 5 and 14. 6, 10 and 11 tomorrow hopefully.
- Version 1.1 [24/10/08]: Completed Chapters 6, 10, 11 like I promised. 7, 8, 12, 13 to go, should be finished in two updates.
- Version 1.2 [25/10/08]: Guide is now complete. All chapters complete, so happy reading.
Starting Out:
Well, when you start out, you get to choose what type of map you get to play with. I Suggest that you play on either the Western Hemisphere or the Caribbean map.
The Western Hemisphere Map will cover both North and South America, as well as the little islands in between. It will, essentially, cover, the continent from the north to the south pole with pretty good detail. Though you are taking millions of square kilometers of land in a few tiles. Imagine how much land would be taken up by a single pixel. This is found under custom Scenarios as you can imagine.
The Caribbean map is there with some pretty good detail as well, featuring a good chunk of South America as well as Cuba. No sign of North America, such as most Golden Age based games.
Otherwise, there isn't much that you can do. The other maps are more random and harder to play with, but that is up to you. Thats pretty much it for starting out.
Part 2
Explore the starting nations and leaders in Civilization IV, including the Dutch, English, French, and Spanish, and their unique traits.
When you begin Civilization IV, you can choose to lead one of four major empires: the Dutch, English, French, or Spanish colonies. Each colony starts with a Caravel ship, a Colonist with tools, and a Soldier. The Dutch receive a Merchantman instead of a Caravel. The English start with two free colonists, a pioneer, and a soldier. The Spanish receive a pioneer and Veteran Soldiers, while the French get Hardy Pioneers and normal soldiers.
Each nation has two leaders, each with a distinct trait that modifies their empire's operations. Additionally, each empire has a general trait; the Dutch are more enterprising, and the Spanish are more warlike.
The Dutch
Special Trait - Mercantile: Market prices are less sensitive. This trait is beneficial as market prices can become a significant income source. As your colonies become more efficient and produce more goods, selling them in Europe will cause prices to drop due to increased supply and fulfilled demand. The Mercantile trait mitigates this price drop for a time.
Leaders:
- Peter Stuyvesant - Industrious: Provides a +25% Hammer Production bonus in all Settlements. This bonus increases production by a quarter, leading to 25% extra Founding Father points over the course of the game. This bonus is particularly effective when combined with Founding Fathers who also increase hammer production, such as Alexander Hamilton, ensuring decent production even without carpenters or lumber.
- Andiaen Van Der Donck - Charismatic: Grants +100% Time between Tax Increases. This leader extends the duration before your home nation increases taxes on your colony, which is useful as taxes can reduce profits.
The English
Special Trait - Tolerant: Requires -25% Crosses for Immigration. This trait provides more free units at docks in Europe, but you do not control the type of immigrants received, which can be problematic if you receive units you do not need.
Leaders:
- George Washington - Disciplined: Requires -50% Soldier Equipment. This trait reduces the cost of arming soldiers by 50%, which is extremely useful for the final push for independence, especially as arming soldiers at European docks becomes increasingly expensive.
- John Adams - Libertarian: Provides +25% Liberty Bells Generation in all Settlements. This is a highly beneficial trait as Liberty Bells are crucial for declaring independence (requiring at least 50% Liberty Bells) and can also increase production.
The French
Special Trait - Cooperative: Natives are more tolerant towards territory encroachment, and there is -50% time spent Living Among Natives to Learn a new skill. This trait allows for less friction with native populations when encroaching on their land and reduces the time needed to learn skills like Fur Trapping and Cotton Farming, which are not available for purchase in Europe and can only be taught by natives.
Leaders:
- Samuel De Champlain - Enterprising: Provides +100% Conversion Rate from Missions. Missions are a way to convert natives, who can teach valuable field skills. However, this trait may be less necessary if you have access to expert units.
Part 3
Explore Civilization IV leader traits like Louis de Frontenac's promotions, Spanish Conquistador bonus, Simon Bolivar's Liberty Bells, and Jose De San Martin's XP.
Louis de Frontenac - Militaristic
- Grants a Free Promotion (Grenadier I) to Mounted Units and Gunpowder Units.
- While potentially useful for increased damage, other leader traits may offer more practical benefits for colony development.
The Spanish - Special Trait: Conquistador
- Provides a +25% Attack bonus against Natives.
- This trait reflects the historical conquest of South America.
Leaders:
Simon Bolivar - Determined
- Grants +100% effect of Liberty Bells on Rebel Attack.
- This means units receive a larger damage boost from Liberty Bells during attacks, which is especially useful during the fight for independence when Liberty Bell generation is high.
Jose De San Martin - Resourceful
- Requires -50% XP for Unit Promotions.
- This is beneficial for creating a highly skilled, albeit limited, ground force. It allows units to gain promotions faster, making them more effective when fighting the mother country.
- Reader Theovenon Vivien notes that this trait is also useful for large, untrained forces, allowing all soldiers to gain their first promotion with only 1 experience point.
- Using a Great General with newly trained soldiers can result in numerous promotions simultaneously.
- A favorite application is using this trait after acquiring the last military Founding Father, Dom Pedro, to grant new soldiers the second level of Minuteman, resulting in units with +45% settlement defense.
- This leader trait is also ideal for achieving high-level promotions, making it realistic to aim for Veteran VI (4 power +75%) with multiple units, enabling rapid conquest and efficient elimination of threats like the royal artillery.
The Right Place
When establishing your first colony in Civilization IV, consider the following:
- Land Bonuses: Look for resources like cotton, wheat, or fur, which are useful for manufactured products.
- Port City: If establishing a port-based city, ensure access to items like fish or crabs for fishermen to harvest, providing a good food source.
- Proximity to Natives: Maintain a good distance from native settlements to avoid conflict and potential fines for using their tribal lands.
- Shipping Access: Choose a location that allows easy control of ships to and from England, as these will be crucial for troop landings during independence declarations.
Building a Nation
As you place more colonies in Civilization IV:
- Food Security: While securing food is important, Wagon Trains can supply colonies in need.
- Money Management: Trading valuable goods generates gold, essential for hiring specialists, purchasing ships, and cannons. Be aware that increased trading leads to higher taxes from the king. Refusing to pay taxes (throwing a tea party) will permanently prevent trading that specific commodity.
- Resource Acquisition: Seek out new resources like cotton for cloth, fur for coats, and tobacco for cigars. Iron mines are particularly important as they enable the creation of tools.
Part 4
Learn about setting up colonies, import/export mechanics, and building strategies in Civilization IV. Essential tips for expanding your empire and managing resources effectively.
This section of the guide covers advanced strategies for building a large empire in Civilization IV, focusing on resource management, trade, and expansion.
- 1Setting Up Colonies ([3.01]): Unlike the original Civ 4, colonies in this game have a limit of 9 harvestable tiles regardless of culture. Culture primarily defines land control. Resource gathering is different: only one resource type per tile, and specific collectors (Servants, Criminals, Colonists, Converted Natives, Experts) have varying efficiencies. Buildings are used to refine raw resources into valuable goods. Prioritize settling near resource bonuses and building a warehouse first, then develop processing buildings like lumber mills and coat factories for maximum efficiency and waste reduction.
- 2Import/Export ([3.02]): Initially, focus on exporting raw resources to generate money for purchasing experts and military equipment. Settle near resources to facilitate this. Ships must be in port to load. Pay attention to market prices: Food, Lumber, Horses, Tools, and Muskets are low-value; Tobacco, Cotton, Fur, Sugar, and Ore are mid-value; Rum, Coats, and Cigars are high-value; Silver is the rarest and most valuable. The game uses supply and demand; prices fluctuate based on market saturation and demand. As colonies expand, acquire more ships like Ships of the Line (4 cargo, 4 movement) or Galleons (more capacity, less movement) to manage increased trade volume.
- 3Building Inland ([3.03]): As you expand, you'll need to establish inland colonies. This requires Pioneers to build roads for faster travel and wagon trains to transport goods to port cities.
- 4Independence ([2.05]): You can declare independence when all colonies reach at least 50% rebel sentiment. This is a risky move as the King will retaliate with overwhelming force. Winning independence is complex and detailed in a separate section. Declaring independence grants you a constitution.
- Develop efficient resource processing buildings to maximize profit from raw materials.
- Balance ship types (Ships of the Line vs. Galleons) to optimize cargo capacity and movement for trade.
- Be prepared for significant military opposition when declaring independence.
- Consider settling near resource bonuses to significantly boost harvesting yields.
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