It's been quite some time since I've played Civ 4, so I'm no longer familiar off the top of my head with the average acquisition date of the GL or the average economic situation (in terms of science output and expenses).
But from what I can recall, the raw science output of the two free scientists (7.5 beakers) is ~10-15% boost to the total beaker output ...
As Jason mentions, four of the entries can be safely ignored, depending on your OS. Whichever ones won't install are the ones that won't run on your system.
The four remaining ones are:
Civilization 4, or "Vanilla" Civ4
Civilization 4: Warlords, which is the first expansion
Civilization 4: Beyond the Sword, which is the second expansion
Civilization 4: ...
Actually, this is explained in the Game Concepts section in Civilopedia, but I can try to do it in fewer words here.
Your economy in Civilization IV is based on your population (in cities). When you look into the city info screen you see white circles, which symbolize the population of the city (one circle for one population unit, except the city tile ...
As stated in the comments, a city captured has to go through X turns of resistance before you can do anything with it, and its borders will remain at zero for that duration as well. There is an exception for recapturing a city that you originally owned (planted with a settler) but previously lost.
The duration is both on the map screen and the top of the ...
I tested this using the scenario builder. I created a spy in enemy territory on one side of a river and on a road that crosses over it. I gave the enemy construction, resulting in them having bridges.
Crossing the bridge resulted in expenditure of the spy's one movement point. Thus, they did not use the benefit of the enemy's technology even though it is ...
The turn length is a function of
Maximum number of units owned by a single civilization
Maximum number of cities owned by a single civilization
Timer (seconds) = (Base + City Modifier * Max Cities + Unit Modifier * Max Units) / 4
There's also a multiplier for the first turn.
The modifiers for each setting can be found in
You can build new cities within the first 4 tiles from you capital without paying maintenance. So a city on the 3th and 4th tile from your capital are without upkeep for distance, you cannot place cities closer. To make things easier you can say for each additional 4 tiles you pay an extra gold.
You can actually place 8 additional cities without paying ...
Adding to the accepted answer:
Some cities are not worth defending
If you're in the middle of an ongoing war, you might not want to spread your troops across multiple captured cities. You might want to keep them together to march on the next city. In that case, leaving behind an undefended or thinly defended city just creates a strong risk that the enemy ...
No, you won't get a civ's techs automatically, if you conquer it.
You can negotiate some techs "in bundle" with the capitulation/peace treaty deal, but from the conquest itself it doesn't follow that you'll get any techs at all.
Yes, you will. Additionally you'll also get a "you traded with our worst enemy" penalty in much the same fashion . The latter being more frequent, as it is unlikely to go to war without having met all civs on the continent.
From recollection1, you cannot raze a city in Civilization 4 if:
City razing is turned off as a game option
Your team's culture makes up more than 25%2 of total culture in the city
Short answer, but that's it. Note that you can still "disband" cities acquired through cultural flips.
 Later confirmed via acquireCity() and canRaze() in CvPlayer.cpp
The way the game handles trade routes is a bit silly. Essentially, having one city export a good to multiple import cities is fundamentally broken in the game.
If you mark a city as exporting a good, you can set a minimum threshold to keep in the city. You can then mark a city to import that good.
Once you've done both of these, you assign a wagon ...
I don't believe there is such a thing. The reason is probably that it's not just a convenience function - having such an order is a tactical advantage.
In plenty of cases a weaker unit can move beyond visual range of a stronger enemy unit, forcing the stronger unit to guess which way it has gone if it wants to catch up and attack it. This is particularly ...
Many factors play allong when choosing to kiss the royal pinky ring. The king comes up with a offer for tax, i have seen 1% increases to more then 10% increase. A 1, 2 or even 3 % increase is not something you should worry about at all and kiss the ring. When the tax increase is higher you might want to consider not kissing in certain conditions.
If you ...
There is no downside to dropping your science to 0 aside from the obvious- you won't ever research anything. Since Future Tech is pretty lousy (especially once you've got to that level), there really is no reason to keep researching.
You can train horse req. units when the horses are within your borders, and your workers have build on it.
You cannot train horse req. units when the horses are outside your borders, and have not been build by your workers.
Once improved, the resource is not accessible until you have connected
it with your settled areas. The resource ...
If it's a glitch, it has never been documented and we would need it documented.
I started up a game and built some wonders. I made a save the turn before my first great person, and played around with settings.
Even with all three related options checked (units auto-promote, workers start automated, and missionaries and executives start automated), I could ...
Apart from the factors that drive up maintenance costs, there are also factors that lower them: Building a courthouse reduces the distance-from-capital cost by 50%. Adapting communism reduces it to zero.
There are two odd issues with Civilization IV that are at play here.
The first is that there is a separate entry in Steam for the Mac and Windows versions. I'm not sure why this is, as other games successfully use a single entry and install the correct version based on the current OS.
The second is that the Civ IV DLC are all stand alone games in Steam - ...
While the accepted solution is correct, it is worth noting that the sliders are based on your commerce so wont change the beakers (science) produced from specialists.
If you plan to have all your beakers produced from scientists and specialists (considered a specialist economy) then the slider percent won't change the specialist research.
If you go this ...
When you install through Steam it appears that the default Mac OSX version of Civ IV and the Windows version of Civ IV are different.
This is the fastest way I have found of setting up a game:
On the Windows machine, find 'Civ IV' in Steam and right-click
Click on the Betas tab
Under 'Select the beta you would like to opt in to', click on the drop-down ...
It's been a while since I've played Civ 4, but if I remember correctly:
In Team Play, all victory conditions should be shared across all players on the team.
If you're playing for a Space Victory, all parts completed will contribute to a single Space Ship, meaning each player can work on constructing different parts of the ship at once and once all parts ...