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I am Carl and I wanted to write this review to help us resolve the argument going on in our group chat for the last 6 months. Joe has always said that Civilization II is the best game in the series. Sam always raves about how great he believes Alpha Centauri is, it is part of a totally different series, Sam, whilst Tim says the new games are always better because they look nicer. John contributed to the conversation by saying “you people should try Imperialism,” and then we all decided to ignore him. I’ll tell you the truth: Sid Meier’s team finally got it right with Civilization IV.

Civilization IV, released in October 2005 (Metacritic), was the first true remake of the series since the 1991 original. Whilst Civ II improved upon the mechanics of the original Civ, and Civ III introduced cultural borders and resources, Civ IV overhauled nearly every aspect of the game, whilst still retaining the “one more turn” appeal that has defined the series. Lead designer Soren Johnson (Civilization Wiki) took everything that worked in the previous games and rebuilt them from the ground up to create what many fans believe to be the ultimate Civilization experience.

Developer Firaxis Games
Publisher 2K Games
Release Date 25 October 2005
Genre 4X Strategy
Metacritic Score 94
Our Rating 10/10

The Revolutionary Great Person System

The Great Person system that was introduced in Civilization IV was perhaps the most revolutionary feature of the game. The way you specialised cities and developed long term strategies was dramatically changed by the introduction of Great Persons. In prior games, you simply built improvements and produced units. With Great Persons, cities could produce Great Persons by completing certain buildings and employing certain specialists. When you accumulated enough points in a city, you could produce a Great Scientist, Great Artist, Great Engineer, Great Merchant, or Great Prophet that could significantly alter your civilisation’s path.

Great Persons were not an aesthetic addition; they gave players real strategic choices that affected the entire game. A Great Engineer could immediately construct any Wonder in the game, potentially allowing you to build a Pyramid or Hanging Garden hundreds of years sooner than other civilisations. A Great Scientist could instantly advance technologies, enabling you to rapidly progress in a critical area of technology or allow you to build key military units much sooner than your enemies expect you to. A Great Artist could instantly expand your empire by culturally bombarding enemy cities, potentially causing them to switch allegiance to you.

The specialist system that provided Great Person generation created numerous meaningful decisions every turn. When converting citizens from working tiles to become specialists, you sacrificed immediate food, production, or commerce for long term Great Person generation. For example, if you converted a city to a Great Scientist specialist generation city, you would likely employ both scientists in that city and build the Library, Academy, and University to maximise research output, whilst sacrificing immediate production. On the other hand, coastal cities could be optimised for Great Merchants by building Harbours and Markets to generate the gold necessary to improve your army and buy key infrastructure early.

One reason why the Great Person system was so innovative is that it created a need for cities to specialise in different areas. Prior to Civilization IV, cities were relatively interchangeable, especially once they grew beyond a certain size. In contrast, Civilization IV compelled you to contemplate the function of each city in your empire. Would you use some cities to generate Great People? Would you use other cities to produce military units? Would you use coastal cities to generate commerce for your treasury?

The interaction between specialists, buildings, and Great Person generation created layers of strategic depth that previous entries in the series were unable to replicate.

Combat and Promotions – Finally Done Right

Combat in Civilization IV was also dramatically enhanced. Gone were the days of rolling the dice to determine whether a phalanx would beat a tank due to luck. The combat mechanics in Civilization IV were sufficiently predictable to allow for strategic planning, yet there was sufficient randomness to make battles exciting.

Another significant improvement in the combat system was the introduction of the promotion system. As units gained experience through battle, they could gain promotions that provide a permanent bonus. A warrior that survives early barbarian skirmishes may gain Combat I and receive a 10% strength boost in all battles. Future promotions could specialise a unit in a specific role (Combat II and III for general fighting, City Raider for siege warfare, et cetera). Experienced units were no longer disposable cannon fodder but became valuable assets worthy of protection.

That axeman who fought in three wars and received City Raider II was now a highly skilled siege specialist who could bring down enemy cities single-handedly. Archers with City Garrison promotions were defensive titans that could protect cities against vast superiority in numbers. The emotional attachment to individual units elevated the way you went to war.

Unit stacking was another important change. Unit stacking was no longer unlimited as in the past, and now each tile could only contain one military unit. This necessitated tactical thinking regarding positioning, terrain, and combined arms approaches. Siege units were no longer a luxury item but a necessity to break down enemy city defences. However, these units needed protection from fast moving cavalry. Mounted units could quickly exploit breakthroughs but were vulnerable to spearmen defending in strong positions.

Finally, collateral damage mechanics added another level of tactics to siege warfare. Catapults and artillery units could damage multiple enemies stacked in the same location, making siege warfare more complex and dynamic. A well placed catapult could weaken an enemy stack before your main force attacked, whilst an enemy siege unit threatened your own grouped units. These mechanics promoted dispersal of forces for defence and concentration of forces for specific attacks.

Religion and Civics – Deep Choices in Ideology

Prior to Civilization IV, governments were clearly superior once you reached certain tech levels. Democracy was clearly better than Monarchy, Republic was clearly better than Despotism, and player choice was mostly irrelevant. In Civilization IV, the Civics system replaced this linear progression with meaningful choices that could define your civilisation’s ideology and character for the remainder of the game.

In place of single government types, the Civics system separated governance into five categories: Government, Legal, Labour, Economy, and Religion. Within each category, you could select from multiple options, and you could combine selections from multiple categories to create unique governmental systems. Combining Free Speech (Government) with Free Market (Economy) and Emancipation (Labour) created a liberal democracy that emphasised commerce and growth. Conversely, combining Police State (Government) with State Property (Economy) and Caste System (Labour) created an authoritarian regime that optimised military production and specialist economies.

What made the Civics system particularly brilliant was that none of the combinations were universally superior. Free Market increased trade income, but increased war weariness. State Property eliminated the distance-based maintenance costs of units, but decreased the number of trade routes available. Emancipation increased cottage growth, but caused unhappiness amongst civilisations that used slavery. Each civic choice involved trade-offs that shaped your strategic options and diplomatic relations.

Religion was another layer of complexity that did not overly constrain historical accuracy. Establishing religions granted you diplomatic benefits with other members of the same faith, granted you access to powerful priest specialists, and granted you access to unique buildings such as monasteries and temples. Early establishment of religions created tension in the early game as civilisations competed for Buddhism, Hinduism, and Judaism, before the more common religions of Christianity and Islam appeared later in the game.

Unlike previous games where conversion was a random chance, religious expansion occurred through natural means, trade routes and missionaries, and therefore correlated with your economic and cultural power, creating feedback loops where successful civilisations naturally extended their faith, whilst failing civilisations experienced the expansion of foreign faiths.

The Tech Tree – Finding Your Own Path

The tech tree in Civilization IV was perfectly balanced between providing historical progression and giving players choices. Unlike the linear tech trees of prior games, and the overwhelming complexity of later entries, Civilization IV provided multiple paths to key technologies, whilst remaining historically accurate. You needed to have Bronze Working to produce axes and spearmen, but you could get it through a variety of combinations of earlier technologies.

For the first time in the series, strategic resources felt strategic instead of just advantageous. Having access to copper or iron was necessary to create functional military units, but you didn’t necessarily find those resources close to your initial settlement site. This created genuine geographic pressure and meaningful exploration. A civilisation that lacked access to early metal sources would face serious military disadvantages until they could either trade for the resources or expand to acquire them.

Horse access provided powerful mounted units, but required access to pasture lands, thus requiring infrastructure development in order to utilise horse-mounted units.

The beaker system, which replaced the rigid science allocation of prior games, allowed cities to allocate their commerce, generated through working tiles, trade routes, and buildings, to research, gold, or culture based on slider percentages, providing a more transparent view of your economy, whilst providing ample opportunity for specialisation and building optimisation.

Preconditions for key Wonders and buildings created interesting tech-racing dynamics. The Pyramid required Masonry and provided a free granary in every city, making it a very attractive option for early expansion. The Great Library required Literature and provided two free scientist specialists, greatly enhancing Great Person generation capabilities. These were not just very powerful buildings, but they were game changing assets that were worth rushing to build or denying opponents.

Continued Relevance Today

Almost twenty years after its release, Civilization IV remains remarkably playable and strategically rich. Sales prove its success: over 1 million units sold by March 2006 (Wikipedia); over 3 million units sold by March 2008 (Wikipedia). Its Metacritic score of 94 (Metacritic) reflects the positive reviews received from critics, but more importantly, it demonstrates that the game retained large communities of active players and modders.

Modding, in particular, is something that needs to be recognised. The Fall from Heaven II total conversion mod basically created a fantasy 4X game of professional quality utilising the engine of Civilization IV. Rhye’s and Fall of Civilization modded in realistic geography and historical accuracy to the game. Beyond the Sword’s official expansion, which included corporations, espionage, and additional victory conditions, proved so comprehensive that most serious players today consider it essential to include it in their game.

What continues to make Civ IV endure as a viable title is that its systems have aged gracefully. The combat mechanics feel more tactical than many modern strategy games. The Civic system allows for greater complexity in governing than the systems present in many later Civilization games. The Great Person system creates emergent stories and strategic shifts that will keep games unpredictable after hundreds of hours of gameplay.

For modern players approaching Civ IV, the Complete Edition includes all expansions, and it is the definitive edition of the game. The UI appears dated relative to modern titles, but the underlying systems are far more sophisticated than many modern 4X titles. The AI is not perfect, but it provides substantial strategic challenge without relying on cheating resources or extreme difficulty spikes.

What Made Civilization IV So Successful

After playing hundreds of hours of various Civilization games, I firmly believe that Civ IV is the most successful in the series in terms of balancing complexity with accessibility, historical flavour with strategic depth, and player agency with the limitations of the systems.

Whilst prior games were laying the groundwork for Civ IV’s synthesis, later games have generally taken steps to simplify these systems to facilitate improved graphics and ease-of-use.

Joe can argue that Civ II is more elegantly simple and that Tim has valid points about the tactical improvements to combat in Civ V, but Civ IV achieved the sweet-spot where all the systems reinforce each other, without overwhelming the player.

Religion influences diplomacy and enables specific strategies without dominating gameplay. The Civics system provides meaningful governmental choices without optimal paths. Combat is still the most decisive factor in the game, but it is also predictably random. Great People create story elements and strategic opportunities without disrupting game balance.

The evidence is clear in the game’s enduring popularity and ongoing gameplay. Many modern 4X designers still reference Civ IV’s design decisions and many consider it the pinnacle of complexity and depth in the 4X genre. It is the version of Civilization that most effectively captures the “creating a civilisation through history” fantasy whilst delivering consistent strategic decision-making opportunities. Civilization IV represents Sid Meier’s design philosophy perfected: interesting decisions every turn, systems that interact in meaningful ways, and enough emergent complexity to support thousands of hours of play without feeling repetitive. It’s the culmination of everything the series had been trying to achieve, and frankly, it’s unlikely to be matched again.


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