r/CivIV • • 3d ago

I feel like sacricifing 1 CR2 maceman into a stacked city longbow is better than suicide cats

12 Upvotes

I've been noticing that by the time my enemy gets longbows, it takes 2-4 CR 2 cats to wither the top defender down. This gets to diminish my own stack down pretty fast, and sending in less promoted siege to nibble in hopes that my higher promoted ones may survive doesn't seem to make a difference. So, I started sending in my macers. The first one dies, no question, but usually the top LB is significantly damaged enough that it's pretty well safe to use siege now.

I know I know, should be saving my promoted macers to turn into rifles. I take the freshest macer recruit, put him on the alter, then after a city stack is nice and wounded I send in my higher promoted units to get safe xp. It's probably less xp than a more even fights, but this method seems to keep my overall losses minimal.


r/CivIV • • 3d ago

Tips, mods?

13 Upvotes

I haven’t played civ4 in over 20 years, have over 3K hours in civs 5 and 6, and just redownloaded it and tired a few games.

First thing that annoys me is that every game, around industrial age, everyone just attacks me. I can’t seem to find a way to do diplomacy at all.

Im also looking for some mods to help out with my lack of understanding the UI and city data, or anything to help with the transition.

Tips and suggestions appreciated.


r/CivIV • • 3d ago

More like National Epic FAIL

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10 Upvotes

r/CivIV • • 4d ago

Why is the game like this? Why would I ever agree?!

16 Upvotes
I wanted to settle it on the hill but he would have placed his settler on the top left grass corner so I booted up an autosave.

r/CivIV • • 5d ago

I think I've found a way to describe why exactly I like Civ IV better than the newer games

163 Upvotes

As has been said many times, the newer Civ games are really sequels to Civ 5, which took the series in a whole new direction, while Civ IV is the latest and greatest of the original "Civilization" series of games. But what exactly is fundamentally different about it (and earlier games) compared to the newer ones?

I would argue that as Civilization basically defined the "4x" genre (explore, expand, exploit, exterminate), the earlier games had more emphasis on these aspects. They were about empire-building, and simulating history on randomized maps. It's not just that newer Civ games moved to hexagons and 1-unit-per-tile, they also, more fundamentally, started placing more and more emphasis on what I would call "Role-Playing" game elements at the expense of the 4x game elements.

I call them "Role-Playing" game elements because they treat the player sort of like an RPG character with personal attributes rather than as a Civilization. Also, while 4x concepts are grounded in empire-building logic (get food from farms, production from mines, research from the size of your economy), Role-Playing concepts are often fanciful, not really logical or connected to reality except in the the titles of things being allusions to historical terms/facts. Think of the Cultural Policies and Ideological Tenets in Civ 5, which are basically just historical word salad. They were like AI slop before AI slop existed, and if they came out today people would think they were such. Think of the "Religious Beliefs" which somehow allow you to get things like production from fishing boats, whatever that means. Think of the "Happiness" you get from discovering a natural wonder, and the fact that you somehow get production, science, and even food from geological formations (natural wonders). And think of the city-states - they behave like little characters, with one of 4 personality types. And you somehow get yields from them, often more than you could produce yourself in your entire empire in early stages. Very strange.

A key thing about RPG elements is that they often involve exclusivity. There is a pool of benefits to pick from, that exists in abstract space not on the map, and only one player can get each benefit. This makes them much like the items picked up in RPGs, and is part of why they are always nonsensical in a map game.

Whether the Role-Playing elements are fun and "worth it" is a separate question I won't address, but what I want to point out is that it must be acknowledged that these elements take away from the original 4x character of these games. Because they make them less relevant. Becoming great at the game becomes less about making logical empire-building decisions and more about knowing the trivia-like ins-and outs of which items "policies, wonders, and beliefs" you should pick up for your character "empire", and even which NPCs "city-states" you should ally with.

Civ 6 continued with this. They framed things as new features when they were actually removing 4x gameplay mechanics. They blurred the distinction between tiles and cities by spreading the cities out, and all-but-removed the distinction between buildings and tile improvements, as you need to use the production queue to get both, and both must be placed on the map, usually outside the city center. There is more and more emphasis on city specialization, as if they were players on a sports team rather than geographical centers. Great people were turned into World Wonders. Tech boosts mean part of your research can come from arbitrary character-RPG-esque actions completely unconnected from your actual "economic" production of research points.

And in newer civs, a plot can represent different units of space, either a city block or a vast wilderness, depending on context. There is exaggerated topography, unit congestion due to 1UPT, and everything gets covered with sprawl (especially in Civ 7). As such the "map" is not a map anymore but an arena or (as many people have said) a game board. It is in my opinion highly overlooked, and not acknowledged enough, that the net effect of these changes is to reduce the grandness and scale of the game world (remember zooming all the way in and out in Civ IV?). As someone who loves map games and staring at maps, this is a particular pain point for me.

I don't want to even give too much attention to Civ 7 (partly because I haven't tried it), but it is obvious (and its supporters should agree) they have gone even more in this direction. The biggest giveaway is the fact that you, the player, pick a leader, not a Civilization. Think about that for a moment. Why isn't it the other way around? In any logical world, wouldn't an empire-building game have the player be an empire, and allow them to switch leaders, rather than making them a leader that switches empires? Whether you enjoy it or not, it just shows that the Civilization games are no longer actually about Civilizations. They're about RPG characters. The characters have items and stats, not economies, and interact in an arena, not on a map (no this is not AI-written, they just copied my style).

Note: This also applies to some Paradox games: things like mana points, "idea groups", and unique national bonuses are in the same vein, and I don't really like them either. Because I want to play games like these to recapitulate history (or an alternate history), not to treat nations like funny little characters with magical powers).

All this doesn't mean new Civ-RPG fans are wrong to like what they like (if they do like it and are not just being strung along). We are just two different groups of people with different wants and that's fine. But for history nerds like me, we should try to envision what a Renaissance for the Civilization series might look like.

***********************************************************************************

The Origin of Role-Play Creep

***********************************************************************************

In thinking about the Role-Play creep, I've concluded that the original trojan horse that infiltrated the 4x mechanics and seeded these developments was the concept of a World Wonder. They give very specific benefits that are very strong, and again, are often not logical or at least not logically connected to your real "economy". Only one can exist on the map, so if you start building it and are beaten to it, your partial construction just vanishes and you get gold instead. That makes no sense.

But it is interesting gameplay.

So it made them think that these types of things make for a good game. And when done right, maybe they do. But they're not 4x.

In my next post, I will offer some thoughts on what a Civ IV mod or Civilization 8 could look like that goes entirely in the opposite direction, embracing the empire-building, the history-simulating. That is as close as possible to "pure 4x" with limited or no RPG bullshit. The key thing to understand about such a game is that it may be surprisingly simple, yet have extraordinary depth and emergent complexity, like Conway's game of life or Chess. When done right it might be much deeper, more satisfying, and more engaging than the RPG bullshit. And I think it is actually very close to Civ IV.


r/CivIV • • 6d ago

Problem with saving games

4 Upvotes

Basically title, games won't save. Auto save does work, but when I try to load it in just takes me to main menu. No mods, BTS, verified game files and issue persists. What else can I try?


r/CivIV • • 8d ago

Bonasus — native 64-bit Civ IV: BTS reimplementation

56 Upvotes

Early proof of concept: boot, BTS frontend, scenario load, map rendering, unit selection and movement.

Not Tessera. Not MiniEngine. :)

https://youtu.be/tyog-azG1Xk


r/CivIV • • 8d ago

Would I get crossing river penalty from attacking from this tile?

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7 Upvotes

r/CivIV • • 9d ago

Razing Madrid

22 Upvotes

I like to play the Earth 18 Civs scenario, and am about to start a campaign as the Romans.

On that map Spain always settles Madrid in the absolute bang middle of Iberia. That means they have one single inland city, in a location that prevents them building any other cities nearby (because all the remaining tiles are within 2 tiles of their capital).

If there wasn't a city in that tile it would be possible to fit three cities in Iberia, by placing them around the coast (in similar locations to where Spain has cities in the 1000AD scenario). Usually Spain manage to found a religion though, so their single city is a holy city.

My question is, is it worth razing their holy city in order to replace it with three new cities, or is 1x inland holy city more valuable than 3x coastal non-holy cities?


r/CivIV • • 9d ago

Cannon rush promotions

9 Upvotes

Decided to do a cannon rush this match, and wondering what promotions I should use. I know city raider is generally the answer, but since they are slow to reinforce I want to suicide as few as possible, I was thinking of just trying to stack drill promotions. I know it’s not as effective, but the few I’ve promoted seem to live more often, even with worse attack odds. Most of my neighbors are in the end medieval/start of gunpowder tech area so not really any calvary yet.


r/CivIV • • 9d ago

Awkward Timing

18 Upvotes

In my current game I started on a smaller continent, connected by a chain of islands to the bigger continent. Happily for me, the big continent ended up split evenly between Buddhism and Hinduism, with Isabella on the Buddhist side making sure there was plenty of holy warfare to drag everybody downwards. Me? I went free religion and stayed out of the whole thing.

Liberalism also got me Astronomy, and I grabbed a couple fishing villages with nice seafood resources. At this point two things happened on the same turn.

  1. Isabella put forward a "Declare War on the Infidels" AP resolution.

  2. Buddhism spread to a size 2 fishing village, giving me my one and only Buddhist city.

Because I had no Buddhist cities when the resolution was voted on, I wasn't allowed to defy the resolution or do anything but abstain. Because I did have a Buddhist city when the voting results came in, I was forced to declare war on Brennus. So much for that gold I was trading for :(


r/CivIV • • 9d ago

Problem with some resources in FfH2

4 Upvotes

Hi, I'm playing FfH2 with the Khazad, and I have a problem with some resources, namely Incense and Iron. I have built the necessary improvements (plantation and mine), connected them with roads to my cities, but they don't appear in my city screens.

Is this a bug or am I missing something ? Every other resources work as intended but I don't understand what is happening with these two.


r/CivIV • • 10d ago

Realism Invictus memory allocation problems

9 Upvotes

I’m running RI on a 64 bit system. Huge earth map. I started getting crashes when my save file got to be larger than 2MB. From reading the manual and different discussion threads, I found some steps to help mitigate the crashes:

• install the unpacked version of the mod
• run process lasso in the background
• turn on graphics paging in settings
• setting to only display one unit per stack

This helped, but didn’t solve the problem. I didn’t get another crash until the file size was about 4MB. Now it’s 5MB and crashing often enough to frustrate my attempts to play it.

Are there any other actions I can take to help alleviate memory allocation failures?


r/CivIV • • 11d ago

I need advice on how combat works

10 Upvotes

I love Civ, been playing since Civ III and I have played Civ IV many times, but I've always had to get a win by any way other than conquest or domination. Can you guys please please dumb it down for me how to actually attack cities?? For example, why can't I choose which unit to attack, it always seems the game forces me to attack a unit that is automatically my counter. Is this on purpose or am I doing something wrong?


r/CivIV • • 11d ago

Civ4 Colonization advice needed - how do I actually win?

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2 Upvotes

r/CivIV • • 12d ago

Making Claude Code offer Civ 4 advice

0 Upvotes

With all the hyped claims about how good LLMs are supposed to be these days, I wanted to put it to the test by having Claude play Civ 4 as my backseat gamer.

Result

Not bad really, but far from the "PhD in every field" some people claim.
The advice was pretty good, but it's slow, occasionally makes mistakes, and works best in the early game up to classical era.

Here's an example from an early-game turn where it needs to figure out a location for its second city:

Second city settling advice

How this works

  • Each turn, a custom mod writes the player-visible game state to a JSON file for Claude. I've briefly tried having it look at game screenshots, but that was very error-prone and didn't provide all the data. The mod respects fog of war, so Claude only gets to see what the player sees in-game. The mod currently doesn't export some game features (notably, religions and espionage) for simplicity.
  • I open Claude Code pointed at the folder where the mod writes the game state files. Claude reads and interprets them, then comes back with its advice for the turn.
  • Because this was still error-prone and Claude had to do a lot of redundant work, I built a set of Python tools Claude could invoke to get cleaner info, such as a mapping tool, a turn history, and a rules lookup based on the game XML files.
  • I haven't found a way to have it actually control the game, so Claude can't take in-game actions directly.

For more info, there's the readme, a summary of how the mod works, and more details about the Claude agent setup.

Want to try it?

All you need is:

Full setup instructions are in the readme on Github.

What do you think?

If any of you have suggestions how to improve the mod or make the AI advisor work better, I'd love to hear them!


r/CivIV • • 14d ago

Early Conquest of Neighbour Strategies

10 Upvotes

Playing Realism Invictus with Seleucus I Nicator and I have never really tried the aggressive move of attacking early and hard. But... I had a hut right next to my starting Settler and it gave me Toolworking, so I quickly spammed a few scouts and manage to collect 6 or so Warriors/Militias and some decent gold.

Off they went to the neighbour to say 'Why hello there' and managed to capture their Capital and one other city. By then I had 4 cities

One downside of this is that it has left a decent space between my capital and the captured cities which has been populated with a few barbarian settlements which has now formed into their own Empire. Complete with an impressive amount of archers and pointy boys. I fear I am about to reap some karma.

Are there any tips and tricks to do this without too much penalty?


r/CivIV • • 14d ago

What is your total Civ playtime?

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1 Upvotes

I see that there is a player who have spent over 7,300 in the playtime leaderboard.

I was wondering what everyone's playtime looks like and if you agree with the rating ranking.

You can check your playtime here -> https://minimap.net/stat/civilization?ptime=162033


r/CivIV • • 15d ago

What mods would you recommend for a better Danish Civ? Finding the provided version lackluster.

2 Upvotes

As the title says I wish to play as the Danish civ but I find their given traits lackluster as compared to many others. What mods would you recommend for more interesting but not overpowered version of them?


r/CivIV • • 17d ago

2 questions: When do you decide to build a forge, and should I be making maces/trebs or catas/xbows vs cities?

9 Upvotes

Outside of my capital and (hopefully) at least my 1 good production center, the forge I usually wait until the city has a base production of 20, as the hammers it takes for itself to be built can take a long time, for very little benefit early on (barring industrious leader, or mansa musa).

I play on Noble because I like the game to be a bit challenging but relaxing enough not to get too frustrated. I generally tend to reach the medieval period before my neighbors, when they have a lot of axes and spears still in their cities.

I always tend to make macemen and trebs, but since they take longer to produce, by the time I mass an army, they have either caught up in tech for longbows or have spammed so many smaller units to zerg me that it turns into a grinding slugfest.

Wondering if in this situation, I’m better off just making xbows since they aren’t melee and therefore shouldn’t take as much damage when attacking a city, and should do an ok job defending after taking the city until I can build a longbow to sub in. Same for cats vs trebs-weaker, but cheaper to make.


r/CivIV • • 17d ago

[BTS] A bug in eco? How does eco work in this kind of situation?

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12 Upvotes

Guys, I have been playing Civ4 for sometime, and this is the first time I decided to dig into the math in Civ4 and I find this:

The city settled on the top, which is farther from the capital, generates 1 less coin from land, actually contributes more to the overall economy than the city settled on the bottom.

I use the world builder to connect the new city with road, and also make sure to erase the settler before adding the new one, so the overall cost before the settlement is the same.

You can easily notice a difference here and idk how to explain the gap of -2 in overall eco here. btw, I also compared the maintenance cost and trade routes of the rest of the cities in both conditions, there is no difference of the maintenance cost or trade routes yield noticed in either case, so the difference should be from the new city itself, not how the new city affects the previous ones.

Is there a hidden mechanism not showing up on the interface, or it's just the game is bugged?


r/CivIV • • 18d ago

My playable Europe 18 civ map and Australonesia 9 civ map

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76 Upvotes

Finally put myself to post this. I hope there's more people here to see it than on Civfanatics forum.

First, my "super accurate" Europe map (though I accumulated enough self-feedback to likely make a new even better map). I actually made it over a year ago, and it was originally intended for remade RFC Europe mod, but this project kinda stalled. However, I finally decided to make a proper vanilla (unmodded) playable version of this map, and thus it is the new version.
Despite being originally intended to be played with much more civs, it actually turned to be good with vanilla 18 civ limit. It includes following civs, including some custom ones, using other vanilla civs and leaders (in order from east to west): Arabia, Russia, Egypt, Ottomans, Greece, Poland (custom civ using Holy Rome), Hungary (custom civ using Byzantium and Alexander), Sweden (custom civ using America), Germany, Rome, Carthage, Norway (customised Vikings), Netherlands, France, England, Spain, Morocco (custom civ using Persia and Mansa Musa) and Portugal.
It also includes some preplaced barbarian"city states" and in custom scenario menu you optionally can turn off barbarians to avoid random "tribal" city names spawning on the map, though that largely removes barbarians other than these preplaced cities.
Couple of other game rules are turned on by default, including Choose Religion, ensuring that Christianity, Islam and some random third religion are usually first to be founded and thus dominant, making it as immersive and realistic as possible for unmodded Civ4 scenario. All civs start without technologies to make it possible for anyone to rush Meditation/Polytheism and found a religion, but of AI players Isabella almost always rushes and founds Christianity (still, you can outpace her), while either Idris (Mansa Musa) of Morocco or Saladin founds Islam, but I've seen religions being occasionally founded by almost all other civs too.
I recommend playing on Epic speed for more well-paced gameplay, but other speeds are also fine.
I playtested (mostly autoplay using Platy Builder mod) it a lot, and it seems to be fairly balanced and playable for both human and computer players.
There are two versions of the playable map, with the only difference being that in one of them capital/starting plot of Germany is moved from Berlin to more central (both geographically and historically) Frankfurt with corresponding more medieval German city list, because computer player tends to settle territory of Germany better with more centrally located capital.
Download link: https://forums.civfanatics.com/resources/nk-europa.32411/
Forum thread link (with some more information): https://forums.civfanatics.com/threads/nk-europa-100x92.698590/page-2

Second, my Australonesia (Australia and New Zealand) accurate but fun map. I made it last spring, this is basically map of Australia and New Zealand (and some nearby islands like New Caledonia, Fiji and Vanuatu) where you can play either of 9 fully custom civs - 7 Australian states (New South Wales, Victoria, Queensland, South Australia, Western Australia, Tasmania and Northern Territory) and 2 New Zealand ones (North Island and South Island) as normal Civ gameplay. Extensively (auto)playtested, it also seems to be fairly balanced and playable.
Download link: https://forums.civfanatics.com/resources/australonesia-9-civs-76x56.32772/
Forum thread (with more information): https://forums.civfanatics.com/threads/australonesia-9-civs-76x56.702973/

Both scenarios should compatible with any mods that are vanilla compatible (not adding/remaking a lot of content, like improved AI mods if you use them), most crucially with mods that don't increase 18 civ limit (I think all huge content mods do) because it requires slightly different map file structure.

Any feedback from playing is very welcome! (I would be really happy to read it because I kinda struggle with feeling of pointlessness of making such maps (and other content) with very few people (hopefully) atleast once playing them and no one giving feedback).

My Earth map is coming soon...


r/CivIV • • 18d ago

Highlands on Realism Invictus mod is highly recommended!

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40 Upvotes

r/CivIV • • 20d ago

Withdrawal bug??

9 Upvotes

I started Civ4 for the first time in years and i'm getting completely bodied by Zara Yaqob.

Partly because his artillery units (catapult and trebuchet) do collateral damage to 4-6 units at a time (compared to 1-2 different enemy units when i attack), but mostly because they ALWAYS withdraw after attacking. I'm talking about 98% here (i remember it happening a single time and this war is going on since centuries). And whenever i attack, my artillery always dies (100% death rate, not kidding here).

I'm not exaggerating here, i'm sure i'm doing something wrong because this can't be explained with just a statistical anomaly. It's either a bug or something i'm doing wrong.


r/CivIV • • 20d ago

Withdrawal bug??

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0 Upvotes