A Game of the Year edition was released on September 27, 2011. It includes all four of the "Cradle of Civilization" map packs, the "Explorers Map Pack", as well as most of the new civilizations (Babylon, Spain, Inca, Polynesia, Mongolia, and Denmark), their respective scenarios, and the official digital soundtrack. However, "Civilization and Scenario Pack: Korea" and "Wonders of the Ancient World Scenario Pack" are not included.[47]

A Gold edition was released on February 12, 2013. It includes all "Cradle of Civilization" map packs, the "Explorers Map Pack", the "Wonders of the Ancient World Scenario Pack", all the DLC civilizations and the Gods and Kings expansion pack.[48]


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By getting the Game of the Year edition you're not missing anything that is required to play the game. The content that you are missing mainly comprises of additional maps, a few more scenarios, and civilizations.

This version expands upon the original scenario with additional civilizations, a larger policy and tech tree, a new Victory Point system and more. Set in 1492, the year Columbus sailed the ocean blue, the scenario asks players to take the role of a European power searching for a westward route to the Far East. Conquest of the New World Deluxe requires Brave New World to play, so it will be available free to players who already own the expansion, and it will be included in the expansion from now on.

Civilization IV uses the 4X empire-building model for turn-based strategy gameplay, in which the player's main objective is to construct a civilization from limited initial resources. Most standard full-length games start the player with a settler unit and/or a city unit in the year 4000 BC. As with other games in the series, there are by default five objectives the player can pursue in order to finish the game: conquering all other civilizations, controlling a supermajority of the game world's land and population, building and sending the first sleeper ship to the Alpha Centauri star system, increasing the "Culture ratings" of at least three different cities to "legendary" levels, or winning a "World Leader" popularity contest by the United Nations. If the time limit for the game is reached and none of the previous goals has been fulfilled by any players including game AI players, the civilization with the highest total game score is declared winner. A large departure from earlier Civilization games is a new graphics engine created from scratch, based on the Gamebryo engine by Numerical Design Limited (NDL).

Civilization IV follows some of the 4X model of turn-based strategy games, a genre in which players control an empire and "explore, expand, exploit, and exterminate", by having the player attempt to lead a modest group of peoples from a base with initially scarce resources into a successful empire or civilization.[3][4] The condition for winning the game is accomplished through one of the five ways: militarily defeating all other civilizations in the game world, controlling over two-thirds of the game world's land and population, building the first spaceship in the Space Age and sending it to Alpha Centauri, having the most dominant Culture ratings over other civilizations, or becoming "World Leader" through the United Nations votes.[5] Additionally, there are multiple game scores for each civilization throughout the game based on the actions of each civilization and a number of different factors, allowing for a win condition based on the total of these points if the game timer runs out. The game can be played in multiple modes: as a single player facing against one or more computer-controlled opponents, in hot seat mode, or through online multiplayer games.[6]

As with other turn-based strategy video games, the player can customize the look and feel of their game world as well as the difficulty of any game AI players before the game starts. Each map space has a terrain type, such as plains, tundra, or desert, that affects the available resources players can extract from their environments and the movements of certain units through that terrain. The player is then given a total of 18 different civilizations to choose from, each with their own pros and cons, plus a leader avatar, an initial set of civilization technology, and any units unique to that civilization. When the game starts, however, it chooses random locations to place across a predefined square grid map. Like other strategy games, Civilization IV has a fog of war feature, in which unexplored territory remains darkened and territories without any units stationed on its designated square is shaded with darker colors.[7]

Non-military units include settlers who are used to found cities, workers who are used to improve space and gather resources, spies who can perform counterintelligence and espionage, and religious missionaries who can be sent to convert different civilizations and cities. Also, with the Beyond the Sword expansion, new units are added such as executives, who can spread corporations to new cities. Throughout the game, players may also generate a special unit called a "Great Person". These are named after historical figures and can be used for one-time advantage boosts in various ways; examples include Great Engineers who increase overall production levels and Great Scientists who improve technology. Assigning inhabitants of cities to work as 'specialists' (scientists, engineers, artists, spies, merchants or priests), building certain wonders or discovering certain technologies can improve the rate at which Great People are generated. Great Generals are generated when a player's forces achieve a certain number of victories, and can be used either to give a small amount of extra experience to all units trained in a city, or a very high level of experience to one unit. However, like other units, Great People of all kinds can be attacked and killed before the players can use them.[6]

Buildings perform any number of different functions depending on building type; for example, early buildings such as granaries improve food storage to boost the city's growth and barracks produce better military units, while later buildings such as factories increase general production levels. There are also a number of unique buildings throughout the game. Most notable are World Wonders, which can be accessed through research nodes in the technology tree and construction through the worker unit. World Wonders provide advantages that are unique to each civilization, as they are limited to only one or two players.

Through buildings and specialists, each city also generates the "Culture" resource that contributes towards both the area upon which the city can influence for extracting resources and the overall civilization's cultural value. When two cities of different civilizations are adjacent to each other, the culture values of each city influences the space they can control; it is even possible that a city close to another civilization's city will join that civilization if their culture is strong enough. The high levels of culture gathering and attainment are also one of the default conditions that can be used to win the game.[5]

Within the technology tree are technology nodes relating to government civics and state religions, each with their own pros and cons. The player has the option of selecting which set of government civics or state religions that the player wants their civilization to follow, but not all civics and religions can be encompassed.

Once the player has formally met another civilization, they can perform diplomacy at any time. For example, if the two civilizations are on friendly terms, the player can ask to trade units and/or technology for gold and vice versa, or request opening of national borders in order to freely explore in the other civilization's territories. The player can also use the diplomacy menu to request help in a war against a third civilization, or formally declare war on any civilization in which they engage diplomacy.

Religion plays a much more important role in Civilization IV than in the previous installments of the franchise. Impacting many of the game's key mechanics like government civics and diplomatic relations, the game's new religious system, according to Firaxis Games producer Barry Caudill, was added to increase gameplay depth over the entire game.[8] The game features seven religions (Buddhism, Christianity, Confucianism, Hinduism, Islam, Judaism, and Taoism) that are founded by the first civilization to research a certain technology which varies per religion. Religions can then be spread actively through the production of missionary units or passively through means such as trade routes. Religions may be spread to domestic and foreign cities and there is no limit to the number of religions that can be present in any single city. The player may only choose one state religion at a time and all seven offer identical advantages (e.g. cities with the state religion receive bonuses in happiness, and potentially in production, science, gold and even military unit experience points).

More game attributes are stored in XML files, which can be edited with an external text editor or application. On September 20, 2005, Firaxis Games senior producer Barry Caudill stated that "[e]diting 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."[10]

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 even completely re-write the game's DLL source code, enabling the modification of the game's AI and other integral parts of the game that were previously not accessible.[11] be457b7860

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