Civilization IV (also known as Sid Meier's Civilization IV) is a turn-based strategycomputer game and the fourth installment of the Civilization series. It was designed by Soren Johnson under the direction of Sid Meier and his video game development studio Firaxis Games. It was preceded by Civilization III and followed by Civilization V, and it was released in North America, Europe, and Australia, between October 25 and November 4, 2005.
(Redirected from Civilisation 4)
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).
The game has received critical acclaim and was hailed as an exemplary product of one of the leading video game producers in the turn-based strategy genre. Civilization IV sold over 3 million copies by 2008 and won multiple awards, including several Game of the Year awards. Its title song, 'Baba Yetu', was the first piece of video game music to win a Grammy Award. Two major expansions were released, Civilization IV: Warlords and Civilization IV: Beyond the Sword, as well as the standalone gameCivilization IV: Colonization, which were all combined in 2009 into one release edition titled Sid Meier's Civilization IV: The Complete Edition.
Gameplay[edit]
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]
Units and combat[edit]
Example of some of the units and 3D graphics unique to Civilization IV.
Most units that the player can generate and use are military units, with certain attributes such as combat strength and movement rate particular to each military type. Each unit can gain experience through combat, which later translates into experience points that the player can use to assign military units new bonuses.[5] Initially, most combat takes place on land, but further advancements in the game's technology tree can allow the player ships and planes with which to fight battles on sea and in the air. Any number of units can be stacked onto a single space and move as a group if so assigned, but the overall combat phase is resolved by one-on-one unit battles.
Combat is initiated when moving military units are moved onto the square occupied by an opposing force's military units and cities, and combat is then resolved with calculating statistics of each unit combined with some random chance. Defeated units are removed from the game (apart from workers and settlers, which are captured by the attacking force), and any attacking units that are able to defeat the last defending military unit on a space will move to occupy that space. If the space is occupied by a city the player may choose to occupy and capture the city as their own or raze it. Other than combat, military units can also be assigned to fortify a specific space, perform sentry duties, destroy enemy city improvements, or explore the game world.
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 Civilization IV 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 over other civilizations in various ways; examples include Great Engineers who increase overall production levels and Great Scientists who improve current civilization 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]
Resources and buildings[edit]
Once a city is founded, it will automatically begin extracting resources from surrounding spaces; the amount of spaces it can extract from is determined by the city's population size. The game automatically allocates the spaces a city uses and how its resources are maintained as the city grows, but the player is free to manage the city directly. This feature can be utilized to turn a part of the population into one of several specialized occupations; at the cost of having one less space from the city, these specialists increase gathering and production of the resources of their targeted specializations. If the specialists are assigned to be 'idle', they generate the 'happiness' resource for a city; a city that is 'unhappy' may fall into a brief period of rioting where no production can occur.
Each city can only produce one military unit or one building at a time; any additional units or buildings are placed into a queue. The rate of construction is determined by the amount of material collected from the surrounding spaces; players can also choose to speed production by sacrificing gold or population if they adopt the required governmental policy; called civics. The player can instead specialize the city towards gathering a particular resource instead of constructing additional units or buildings. Also, in order to produce some units or buildings, certain resources must be collected somewhere within the empire and connected to the empires trade network by roads or harbours (for example, horses are needed for mounted units, and iron for swords, while stone or marble increase production of certain Wonders.).
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 can be made to increase general production levels. There also a number of unique buildings throughout the game. Most notably 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]
Technology, government and religion[edit]
A screenshot of Civics option menu in Civilization IV'.[1]
Once a city has been founded, the player can select their first technology node from the game's technology tree to research; in other instances throughout the game however, the player must accumulate the required number of research points before accessing each of the technology nodes. As with other types of technology trees, technology nodes require the research of other previous technology nodes. The player can also select a future technology and immediately place into the game queue any technology nodes between the current technology level and the specified technology node. Technology can also determine another win condition that the player can decide to utilize as a goal; an endgame technology node is required to develop a colony ship to reach Alpha Centauri.[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).
Customization[edit]
Civilization IV is much more open to modification than its predecessors were. Game data and rules are stored in XML files, and a Software Development Kit was released in April 2006 to allow customization of game AI. The map editor supports Python.[6][9]
The World Builder allows a player to either design a map from scratch or edit a preloaded template map as a starting point for a new game. The player can modify the map by placing and modifying any number of rivers, landmasses, mountains, resources, units, and cities, as well as their attributes such as Culture generation. The World Builder for Civilization IV is in-game, in contrast to previous Civilization games where the Map Editor was an external application.[10]
More game attributes are stored in XML files, which can be edited with an external text editor or application. On September 20, 2005, Firaxis Gamessenior 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 IVsoftware 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 DLLsource code, enabling the modification of the game's AI and other integral parts of the game that were previously not accessible.[11]
Production[edit]Production and development[edit]
The game engine for Civilization IV was built entirely from scratch,[12] with some help from NDL's Gamebryo engine.[2] This decision resulted in a full 3D immersion of the game, which was the first in the series,[13] and which allowed easier readability[5] and smoother, more in-depth zooming capabilities.[4] Some of the quotes relating to the technology tree and narration for the game were provided by Leonard Nimoy.[5][7]The soundtrack for the game features compositions of Medieval, Renaissance, and Baroque origin,[1] and design for the title music was influenced by The Lion King.[1][7]Stanford University performance group Talisman A Cappella and composer Christopher Tin helped create the 2011 Grammy Award-winning song 'Baba Yetu' (Swahili 'Our Father'), which was a rendition of the Lord's Prayer played at the start of the game.[14]
Mods[edit]
Sid Meier's Civilization IV also released some bonus content, mainly to show modding capabilities:
Civilization Anonymous[edit]
The game had a viral marketing campaign, revolving around a fictitious self-help organization known as Civilization Anonymous (shortened to CivAnon), the intention being to satirise how addictive the game was. With the slogan 'No More Turns', the premise was the following: 'Rumors have begun to circulate that the newest edition of the 'One More Turn' franchise is on its way. STAY AWAY from this game at all costs. You will likely be powerless to its extreme addictive properties once exposed'.[21] Various characters were created, and their scenarios were included in various trailers showing the 'inside [of] a Civanon meeting for [Civilization] addicts,'[22] the first of which being played during E3 2005 once an hour at the 2K Games booth.[23] These 'video testimonials of supposedly recovering Civilization addicts'[24] also featured cameos by Sid Meier. In addition to this, an 'official' website was created by 2K Games with extra content. The Civilization Anonymous campaign was brought back for the following game Civilization V. Break described the campaign as 'hilarious',[22] while Kotaku described it as a 'great promotional campaign' that 'comes across as terrifyingly realistic'.[25] Destructoid shared this view, saying the support group campaign is 'a clever marketing tool', but wishing it existed as 'we all know there really are people who suffer from one-more-turn-itis'.[26] VantureBeat said the campaign was 'incredibly clever and funny', adding 'what made it so powerful was not the near-flawless execution and fine detail; it was the fact that it could have been real'. 'Ctrl-Alt-Play: Essays on Control in Video Gaming' noted the spoof highlighted the series' 'hyper-addictive turn-based gameplay'.[24] As part of the Civilization V version of the campaign, 2K Games asked Civilization addicts to submit stories via video in order to win $2,500 and a 'framed, limited edition Civilization Anonymous poster signed by Firaxis Games'.[26] The 2010 version was 'updated for modern concerns, like the franchise's broader audience and iPhone editions of the game acting as a gateway drug.'[27]
Release[edit]
Civilization IV was published for the Windows and Mac OS X platforms. Aspyr released the Mac OS X version in June 2006, and a Mac digital version was released January 2010 on gameagent.com.[28] Users who quickly purchased the game after initial release reported having problems playing the game on particular sets of video drivers, which were later resolved by a Firaxis patch, according to GameSpy.[9] By the end of March in 2008, the game sold over three million units.[29] Firaxis Games has also published two expansion packs for Civilization IV, entitled Civilization IV: Warlords and Civilization IV: Beyond the Sword. A remake of the original 1994 Sid Meier's Colonization, rebuilt with Civilization IV's game engine and titled Civilization IV: Colonization, was released for Mac and PC as a standalone game and later bundled with the two expansions as Civilization IV: The Complete Edition.[30]
Reception[edit]Sales[edit]
Civilization IV was a commercial success, and sold more than 1 million units by mid-March 2006. By that time, it had held a top-10 position on every weekly computer game sales chart released by The NPD Group since the game's launch.[31] NPD declared Civilization IV the 11th-best-selling computer game of 2005,[32] and it rose to ninth place on the firm's annual computer game sales chart for the following year.[33] It returned to NPD's year-end top 20 in 2008 with a 13th-place finish.[34] The game also received a 'Silver' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[35] indicating sales of at least 100,000 copies in the United Kingdom.[36] According to Take-Two Interactive, sales of Civilization IV surpassed 3 million units by March 2008.[37]
Critical reviews[edit]
Civilization IV received universal critical acclaim with an aggregate score of 94 on Metacritic[38] and an aggregate score of 93.36% on GameRankings. Critics such as GameSpot's Andrew Park praised not only the improvements in the turn-based strategy genre that carried over from other installments in the series, but also noted the game's more advanced 3D computer graphics, difficult AI opponents, and multiplayer feature.[7]The Times praised the improvements of the 3D engine used to generally build the game,[43] and GameGuru appreciated its ability to zoom onto individual squares.[4] IGN commented that the game AI was much more intelligent than it was in Civilization III,[5] which designer Soren Johnson stated was thanks to their 'secret pre-beta group' testing the game before release.[1]Game Revolution remarked that 'the multiplayer... actually works this time'[41] and GameSpot added that both 'single-player and multiplayer options have been improved in Civ IV.'[7]
Though it had received mostly positive feedback, videogame critics pointed out functions in the game which could have been improved to enhance their enjoyment of the game. Steve Butts from IGN suggested that in-game announcements about enemy achievements should be displayed more prominently, and that the multiplayer feature could have included 'an option to save my username and password.'[5] Likewise, GameSpy's Dave Kosak pointed out other flaws of the multiplayer interface, stating that it 'is a little rough in places. The built-in server browser, for instance, will keep jumping around the list as you try to find a game.'[9] GameSpot also noted the lack of a 'religion-based victory condition', which downplayed the influence that the revamped religion system was supposed to have on the game.[7]
In August 2016, Civilization IV placed 11th on Time's The 50 Best Video Games of All Time list.[44]
Awards[edit]![]()
Civilization IV won multiple awards at various events and gaming websites.[45]
The editors of Computer Games Magazine named Civilization IV the best computer game of 2005, and presented it with their awards for 'Best Strategy Game', 'Best AI' and 'Best Interface'. They wrote, 'It's a towering achievement, even for a series as revered as this one. Even for long-time fans of the series, playing Civilization IV is like discovering it for the very first time.'[60]Civilization IV also won PC Gamer US's 'Best Turn-Based Strategy Game 2005' award. The magazine's Dan Stapleton called it 'a huge facelift to a winning formula.' It was nominated as PC Gamer US's 'Best Multiplayer Game 2005' and overall game of the year, but lost in these categories to Battlefield 2.[61]
Civilization 5 How To Capture A CityReferences[edit]Citations[edit]
Sources[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Civilization_IV&oldid=905163387'
Editorâs Note: This article was originally written in 2010 and has not been updated since its original publication. Civilization 5 VictoriesGuiding your chosen people from basic beginnings as a small group of settlers through to world domination is a major challenge. Civilization V is rich in possible strategies and there are many viable paths to success. In this Civilization V victory guide we take a look at all of the victory conditions and explain how to achieve them. Every game plays out differently, and you have the option to pursue various paths to glory, and this is part of what gives Civ 5 such amazing replay value. For an overview of the game check out our Civ 5 Review. There are basically five different victory conditions which can lead you to a win in Civilization V.
Winning on PointsWe are going to kick off with the high score victory which comes about when the game reaches the year 2050 AD and no one has managed to achieve any of the other Civ 5 victory conditions. The civilization with the biggest score wins the game. Youâll find Civilization 5 tips and tricks to help you win on points and in the next four articles weâll focus on the other specific victory conditions. This is probably the most general guide of the bunch and as such these Civilization 5 tactics should serve you well whatever you intend to do. Early Expansion and ExplorationIn the early part of the game you need to expand as fast as possible and it also pays to explore and reveal as much of the map as you can. Youâll need to wait for your first city to grow before you can get a settler out so build a scout and send your military unit off for a look. Itâs a calculated risk to leave your capital undefended in the first few turns and itâs actually a lot less of a risk in Civilization 5 because your city can defend itself by default and enemies canât just walk straight in and claim it. In terms of exploration youâre looking for good city spots with plenty of resources and also trying to find ruins which can give you things like cash rewards, military upgrades, and map information. Watch out for barbarian villages and steer clear of them unless they are empty. You can take different approaches to expansion but quite a nice Civ 5 strategy that seems to work well is to build a settler in each new city. Once you have a settler out of your capital it should focus on growing because it will be the powerhouse of your civilization. The settler should build a new city, spend the few turns while it is growing building a scout or military unit and then get a new settler as soon as possible. If you continue to do this your civilization will grow at a fairly decent rate. In order to avoid disaster make sure you escort settlers with a military unit because if you leave them defenceless you run the risk of losing them. Any major loss in the early part of the game can be enough to destroy your chances of victory, for example if you lost the first settler you built you might as well start the game again. Try to make sure you explore all around your capital because shooting off to the south and then later discovering there was an awesome spot just north of your capital can be disastrous. You also want to suss out where your opponents are. You can be sure they will expand so if there is a valuable resource you want between your civilizations then snatch it as quickly as you can. How to Avoid Getting AttackedOne of the keys to winning Civilization V is to avoid getting attacked. You will likely fight wars no matter what victory condition you are chasing but you want to fight them on your terms when you are prepared. There are certain things which will encourage opponents to attack you and it is worth being aware of them. If you donât build a reasonably strong military theyâll perceive you as weak and take it as an invite to steamroller you. You donât need loads of units but make sure the force you do have is up to date. When you develop new military advances upgrade your existing units as soon as you can. Concentrate your forces near the border and if you see enemy troops building up it is safe to assume they are thinking about attacking so get prepared. If you are completely isolated and donât trade with other civilizations then they are more likely to attack you. Make deals to exchange resources. Even if they donât have anything you want it can still be worthwhile trading your excess resources for cash or even just goodwill. If that civilization goes to war with you they will lose the resource you are trading so it can be a powerful deterrent. Sadly if you become too successful, build too many Wonders or get too far advanced in terms of scientific knowledge the others are liable to view you as a threat that has to be ganged up on. This is tough to avoid when the game goes well and youâll need a mixture of trade and a strong military to prevent invasion. Offense is the best DefenseIf war is unavoidable then immediately switch to military production. Fighting a defensive war is costly and it will hamper your development. You donât want to fight a war on your own territory. The best thing to do is to launch an attack on one of their cities as quickly as possible. The fastest way to end a war is to take one of their cities. If you sit back and defend then they will have little incentive to stop attacking you. ![]() Securing ResourcesIn order to thrive in Civ 5 you need access to a wide range of resources. Luxuries will massively boost your populationâs happiness (which weâll discuss in more detail in the next section). Youâll also need basic resources like horses, iron and later on oil. Unfortunately many of these vital resources only appear on the map when you develop the right technology. Make sure you secure as many resources as you can when you build your first few cities and when later resources appear grab them quick. It is worth remembering that just because you build a city in the vicinity of a resource that doesnât mean you will get it. Civ 5 features a system whereby outlying tiles can be bought by the city. If you have a resource you want on the border then buy that tile as soon as you can afford it. If you donât then you run the risk of an opponent building really close in order to steal it from you. There will inevitably be resources that you canât secure directly by city building and so youâll have to trade for them. For that reason it is worth securing as much as you can of each resource, remember to retain one for yourself and only trade your excess. Becoming allies with city states will result in them supplying you with any resources they have and itâs easier than maintaining good relations with some of the other civilizations, although you will need to attempt this as well. Staying HappyThe importance of having a happy population is not to be underestimated. If your people become unhappy in Civ 5 then youâre going to end up with low production, dwindling cash and youâll be unable to expand your empire. Make sure you construct buildings which increase happiness in all your cities, secure as many luxuries as you can and if your happiness rating is low target social policies and wonders that contribute to happiness in order to boost it. Another major factor that can damage happiness is conquest. If you take a city from another civilization it will have a big impact and youâll need to construct several buildings to settle the population down. It is often better to use the puppet option to reduce the impact on happiness when you take a city (you can always annex it later when your happiness is higher). Maintaining a high level of happiness will trigger more Golden Ages for your civilization and youâll get bonuses (these vary depending on the civilization you choose). Cash FlowA good supply of money is vital to grease the wheels as your civilization rolls onward. If your cash flow dwindles then so will your progress. Be careful about how many units, improvements and buildings you are constructing â they all have an associated cost. A large military, huge rail network and theatres in every city have to be counterbalanced by trading your excess resources, constructing economic buildings like markets and banks, and improving the right tiles with your workers. On that note be careful that you improve tiles that are actually occupied (you can check this in the city screen). It is a waste of time and money to improve unused tiles. You should also avoid building road or rail on every tile, just link cities directly. Youâll want plenty of workers to start with but as the land is increasingly improved you can afford to disband some of them. Thereâs no point having a big gang of workers if there isnât enough for them to do. ResearchJust because you arenât aiming to get a scientific victory doesnât mean you can scrimp on research. It is dangerous to fall behind in terms of technological advancement. Make sure you build some libraries and universities and take advantage of the research pact agreements you can sign with other civilizations. If a bordering nation gets military tech you donât have then you better make sure you catch up quick! City StatesIt is well worth gaining City States as allies for pretty much any victory condition. They offer all sorts of bonuses and for some civilizations these can be massive. You can get food, troops, cultural bonuses and resources from City States. You can also boost this strategy by pursuing the Patronage line in Social Policies. High ScoreBe careful when the year 2050 AD is approaching and make sure that no other civilization has a higher score than you. You can check the scores on your diplomacy screen. If they do then you better launch an attack to try and overtake them. Youâll also have to watch out for anyone hitting the target for one of the other victory conditions and snatching a win before the deadline. Do what you can to hamper the win and gain a high score victory. Now weâll move on to the other Civilization 5 victory conditions and offer up more Civ 5 tips and tricks to get that all important win. This post is part of the series: Civilization V: Guide to Victory
This guide will show you how to win Civilization 5. We explain the best approach for each victory condition and suggest strategies that will pay off. Youâll find the best civilizations, wonders, buildings, policies and general strategies for any kind of Civ 5 victory here.
Tablet Tech Pioneer
Beat the game on any difficulty as Ashurbanipal.
Pedro's Party People
Beat the game on any difficulty as Pedro II.
The Java Script
Beat the game on any difficulty as Gajah Mada.
This Desert Life
Beat the game on any difficulty as Ahmad Al'Mansur
King of the Wisent
Beat the game on any difficulty as Casimir
In Hoc Signo Vinces
Beat the game on any difficulty as Maria I.
The Great Spirit
Beat the game on any difficulty as Pocatello.
Queen of the Adriatic
Beat the game on any difficulty as Enrico Dandolo.
Wanna Be the King of the Zulus
Beat the game on any difficulty as Shaka.
One Small Step
Win a Space Victory using the Freedom Idealogy
Yuri-ka!
Win a Space Victory using the Order Ideology.
Rocking in the Free World
Win a Cultural Victory using the Freedom Ideology.
Workers of the World - Unite!
Win a Cultural Victory using the Order Ideology. Civilization 5 Culture Capture City
Strength Through Joy
Win a Cultural Victory using the Autocracy Ideology.
Games Without Frontiers
Win a Diplomatic Victory using the Freedom Ideology.
Axis Powered
Win a Diplomatic Victory using the Autocracy Ideology.
Better Red Than Dead
Win a Conquest Victory using the Order Ideology.
Everybody Wants to Rule the World
Win a Conquest Victory using the Autocracy Ideology.
Knowledge is Power
As Assyria, use a Royal Library filled with a Great Work to train a unit that begins with a promotion.
Vote for Pedro
As Brazil, win a Diplomatic Victory.
Enemy Blade No More
As Indonesia, capture an enemy capital with a Kris Swordsman with the Enemy Blade promotion.
Here's Looking at You, Kid
As Morocco, airlift a civilian unit from Casablanca to Portugal's original capital.
Poland Can into Space
As Poland, win a Space Victory.
What's Yours is Mine
As Portugal, construct a Feitoria in a City-State that is allied to another civilization.
Sacagawea's Legacy
As the Shoshone, discover 5 ancient ruins with the same Shoshone Pathfinder.
The Great Betrayal
As Venice, capture the Holy City of the religion that the city of Venice follows.
Run 50 Miles and Fight a Battle
As Zulu, have an Impi earn all of the special promotions.
Silk Road
Connect to the Arabs, Chine, India, the Mongols, and Persia at the same time using Caravans.
Greed is Good
Have a city with the Colossus, Petra, a Caravansary, and a Harbor.
Built in (Almost) a Day
Complete a Wonder in a city with three Trade Routes supplying production to it.
Merchant Prince
Generate 200 gold per turn via Trade Routes
Raiders of the Lost Ark
Have your American Archaeologist extract an Artifact from Egypt with a German Archaeologist within 2 tiles.
Losing My Marbles
Extract 5 Artifacts from the territory of another major civilization.
It Belongs in a Museum
Have Artifacts from 10 different City-States in the Museums and Wonders in your civilization.
British Invasion
Perform a Concert Tour with an English Great Musician in American Territory. Civilization 5 Capture City State
Rock the Kasbah
Perform a Concert Tour with a Great Musician on a Moroccan Kasbah improvement.
Radio Free Europe
Adopt the Freedom Ideology and fill 10 Broadcast Towers with Great Works.
Tear Down this Wall!
Force an AI player with the Order Ideology to switch to Freedom.
Pyramid Scheme
Playing as France, get the Louvre to the maximum theming bonus of 16.
Lingua Franca
Found the World Congress and remain its host for the entire game.
Flip-Flop
Propose to repeal an active Resolution which you had originally proposed to enact.
Dark Horse
Win a Diplomatic Victory without ever being the host of the World Congress.
Herculean Effort
Complete all International Projects in a single game as the highest contributor.
Soma Tablets for Everyone
Reach a Happiness level of over 100 for your civ.
That's XCOM baby!
Have your XCOM Squad go from 100 health to 0 in a single AI turn.
Legends of the Hidden Temple
Fully explore the Exploration Policy track.
Artistic License
Fully explore the Aesthetics Policy track.
I Prefer my Africa Scrambled
Win the Scramble for Africa scenario as any civ on any difficulty.
Praise the Victories
Win the Scramble for Africa playing as the Boers on Deity.
Ottoman Carpentry
Win the Scramble for Africa playing as the Ottomans on Deity.
Dr Livingstone I presume?
Playing as Belgium, move your Stanley Explorer to within a tile of England's Livingstone Explorer.
The Rhodes Colossus
Playing as England in Scramble for Africa, complete a railroad from Cairo to Capetown.
Nigerian Bank Account
In Scramble for Africa, marry Sokoto or Bornu.
Discoverer
Playing as Italy in Scramble for Africa, earn the VP for finding two Natural Wonders.
Glory, glory, hallelujah!
Win the Civil War scenario playing as the Union.
Standing like a Stone Wall
Win the Civil War scenario playing as the Confederates.
Red Badge of Courage
Win the Civil War scenario on Deity.
Pickett's Recharge
Capture Gettysburg with a Confederate Infantry unit possessing the George Pickett promotion.
Sheridan's Valley Campaign
As Union, control Winchester, Front Royal, Harrisonburg, Staunton, and Lynchburg.
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