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Part 9
Civilization IV

Part 9

Explore Part 9 of the Civilization IV guide, detailing the production and strategic importance of various resources like Coats, Cotton, Crosses, Education, Food, Fur, Guns, Horses, and Liberty Bells.

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Explore Part 9 of the Civilization IV guide, detailing the production and strategic importance of various resources like Coats, Cotton, Crosses, Education, Food, Fur, Guns, Horses, and Liberty Bells.

This section of the guide covers various manufactured goods and resources in Civilization IV, detailing their production methods, citizen yields, and strategic value.

Coats

Fur Trader's House = 3 Coats per Citizen
Fur Trader's Shop = 6 Coats per Citizen
Coats Factory = 6 Coats per Citizen
Coats Factory = +50% Cloth Production

Coats are the least valuable manufactured good to export to Europe due to a rapid price drop. It is recommended to have only one northern colony producing them.

Cotton

Cotton does not sell for a high price when shipped to Europe. It is often more efficient to import cotton, process it into cloth in colonies, and then ship the cloth back. Cotton sells for approximately 3-5 Gold.

Crosses

Church = +3 Crosses per Citizen
Cathedral = +6 Crosses per Citizen

Crosses are essential for generating immigrants. The Europe Screen displays the required Crosses for a new immigrant. Generating more Crosses increases the number of immigrants available to be sent to colonies for production.

Education

Schoolhouse = +3 Education per Citizen
College = +6 Education per Citizen
University = +12 Education per Citizen

Education Points are generated by Colonists (Free Colonists, Servants, Criminals, Natives) assigned to a Schoolhouse. Once enough points are accumulated, these colonists can be assigned expert jobs within the colony. Other colonist types generate points at a lower rate.

Food

Each colonist consumes 2 food per turn. Failure to meet food needs results in starvation and death. Excess food can be exported to Europe for Gold (typically 1 Gold per unit) or used to produce Horses. A surplus of stored food can also lead to the birth of new colonists.

Fur

Fur is a valuable raw resource, generally selling for more than crops (around 5-7 Gold). While conversion to Coats is possible, Coats are not a high-profit item. Excess fur can be used for coat production in other colonies or shipped directly to Europe.

Guns

Armoury = 3 Guns per Citizen
Magazine = 6 Guns per Citizen
Arsenal = 6 Guns per Citizen
Arsenal = +50% Guns Production

Guns require 1 tool per gun to produce. Selling guns to Europe is not recommended due to their low selling price (2-3 Gold) and the strategic need for arming colonial forces.

Horses

Stable = 2 Horses per Citizen
Horse Pasture = 2 Horses per Citizen
Horse Pasture = +100% Horse Production
HORSES = +1 Horse
Ranch = +4 Horses per Citizen

Horses are best kept for colonial use rather than export. Each horse requires 2 food per turn to generate. While they sell for about 3 Gold in Europe, they are more valuable for upgrading normal soldiers into Dragoons.

Liberty Bells

Town Hall = 3 Liberty Bells per Citizen
Printing Press = +50% Liberty Bells Generated
Newspaper = +100% Liberty Bells Generated

Liberty Bells are crucial for colonies seeking independence from the Crown. They also increase colonial production and can decrease production rates if citizens are Tories.

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