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|Publisher(s)||2K Games, Aspyr|
|Platform(s)||Windows, Mac OS X|
|Media||2 CD-ROMs, 1 DVD-ROM|
|Language(s)||English, French, German, Italian, Spanish|
|System requirements||Pentium 4 1.2GHz, 256MiB RAM, GeForce 2 with 64MiB VRAM, 1.7GiB HD space more...|
|Input methods||Keyboard and mouse|
Current user rating: 83/100 (3 votes)
|Reviews for PC|
 System requirements
In order to play Civilization IV on Windows, your system must meet or exceed the following requirements:
 Minimum system requirements
- Windows 2000 with SP1+ and MSIE6+ / XP SP1+ / Vista
- Intel Pentium 4 1.2 GHz or AMD Athlon equivalent
- 256 MiB of RAM on Windows 2000, 512 MiB on Windows XP
- 1.7 GiB free hard disk space
- 4X CD-ROM drive
- DirectX 9.0c compatible video card with hardware T&L support (GeForce 2/Radeon 7500 or better) and 64 MiB of VRAM
 Recommended system specifications
- Intel Pentium 4 1.8 GHz or AMD Athlon equivalent
- 512 MiB of RAM
- Video card with pixel and vertex shaders support, and 128 MiB of VRAM
- DirectX 9.0c compatible sound card
 World editor
Unavailable in the unpatched version, the world editor is accessible in game in the menu (press [esc] to open the menu during the game). It allows you to edit anything on the map, like placing using, buildings, resources, etc, and also unlocking technologies. Although very powerful and easy, this way of cheating has 2 major drawbacks:
- It reveals the map - so no more surprise about where the enemy is and where the hidden resources are
- It's not a good idea to unlock certain technologies using this method, for instance unlocking a technology that makes its first creator found a religion with the map editor won't make you found the religion.
 Cheat codes
 Enabling the debug mode and opening the console
To use the cheat codes, you first need to enable the console. To so, you need to edit CivilizationIV.ini, located in the folder My Documents\My Games\Civilization 4 (NB: a shortcut to this file is also available in the directory where you installed Civilization IV). In this file, find the line
CheatCode = 0 and replace it with
CheatCode = chipotle. Now, during the game, you'll be able to use the debug keys and to open the console with the [~] key.
 Debug keys
- Ctrl + W: opens the world editor (faster way to reach it than going through the menu).
- Ctrl + Shift + left click on a tile: opens a menu to insert units on this tile. Can be faster than the world editor if inserting a large number of the same units.
- Ctrl + Alt + left click on a city: opens a city editor.
- Hold Shift: will display a lot of information about the tile over which your mouse is, notably cultural information.
- Ctrl + D: opens a debug menu. Not really interesting for cheating, actually.
- Shift + T: opens a dialog that lets you give technologies by era, and gold, to the players. Can be interesting if you want to change the game's era for everyone, or give yourself a really large tech advantage.
Most of the debug keys will behave differently depending on what you have selected:
- If you select a city (have a city selected on the world map or be on the city management screen):
- Ctrl + [+]: adds 10 to city culture
- Shift + [+]: adds 1 to city population
- [+]: immediately completes what the city is producing (unit, building, wonder...). This cheats also prevents the "you have constructed [stuff] in [city], what do you want to do next" dialog to pop up for the city (it will appear again once you finish a production normally again).
- If you select a unit:
- Shift + ^: increases unit strength by 10% of maximum value (can only be used to heal a unit, not to increase the strength over its maximum value)
- Shift + ): decreases unit strength by 10% of max value
- Ctrl + [+]: gives the XP needed to level up
 Code list
In the console, you can use the following case-insensitive codes (only a few are interesting for cheating):
- help: displays the list of available commands
- console.clear (or game.clear): clears the console
- player.setgold X Y: sets the gold owned by player X (where X is a number = 0 for the active player) to Y
- player.changegold X Y: adds Y gold to player X (NB: Y can be negative to remove gold)
- app.getbuildtime: displays the date and time when your game version was compiled
 XML files editing
A lot of things cheat effect can be achieved by editing some game files. This method of cheating can be particularly interesting as it acts more as a difficulty modifier than as a "real" cheat. For this chapter, we will be modifying Warlords XML files. For the unexpanded version of the game, the file structure should be pretty close (but not entirely the same), the main difference being that some buildings/units/traits exist only in Warlords. During all this chapter, we will refer to the folder [your game folder]/Warlords/Assests/XML (or [your game folder]/Assests/XML for those who don't have the Warlords expansion, or who have it but want to play the unexpanded version) as the XML folder. The game will fail to load if there is the slightest error in the XML files, so you'll want to back up each file before you edit it. A simple way to back up your files is to copy/paste any file before you edit it (and leave the copy in the same folder as the original).
 Changing/adding traits to a leader
Open the file XML/Civilizations/CIV4LeaderHeadInfos.xml. For every leader, it contains a structure like:
<LeaderHeadInfo> <Type>[code name of the leader - for instance Isabella of Spain is "LEADER_ISABELLA")</Type> [... Many attributes here ...] <Traits> <Trait> <TraitType>[a trait code - for instance "TRAIT_SPIRITUAL"]</TraitType> <bTrait>1</bTrait> </Trait> [... The second trait ...] <Traits> [... Many other attributes there ...] </LeaderHeadInfo>
You can change a leader's traits, or even add them more traits (there is no limit to the amount of traits), by editing/adding a <Trait block>. All traits can be found in the XML/Civilizations/CIV4TraitInfos.xml file. For the lazy, here is the list of available trait codes in Civilization IV Warlords:
Added in Warlords:
Note that when modifying the traits of a leader, the change will apply to you and to computer-controlled players as well. So if you make a leader with 6 traits, you'll probably want to be the one controlling it and not give it to the AI!
 Creating a new trait
If you want to boost your leader, creating a new trait may be a wiser choice than boosting an existing one, as boosting an existing trait will boost any leader with this trait, ie, potentially an AI opponent.
Open the file XML/Civilizations/CIV4TraitInfos.xml. It contains most information about all traits. To add a new trait, the only thing you need to do is copy any TraitInfo block, paste it just before </TraitInfos>, and change its ID (the info in the Type block). Of course this only duplicates an existing trait, to make a base to a brand new one, ready to be edited. Here is an example trait, giving a lot of bonuses (NB: this wil probably crash the game without the Warlords expansion, as it contains an unknown field about the Great General, a unit introduced in Warlords):
<TraitInfo> <Type>TRAIT_W4G</Type> <Description>TXT_KEY_TRAIT_W4G</Description> <ShortDescription>TXT_KEY_TRAIT_W4G_SHORT</ShortDescription> <iHealth>3</iHealth> <iHappiness>3</iHappiness> <iMaxAnarchy>0</iMaxAnarchy> <iUpkeepModifier>-90</iUpkeepModifier> <iLevelExperienceModifier>-90</iLevelExperienceModifier> <iGreatPeopleRateModifier>250</iGreatPeopleRateModifier> <iGreatGeneralRateModifier>250</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>250</iDomesticGreatGeneralRateModifier> <iMaxGlobalBuildingProductionModifier>200</iMaxGlobalBuildingProductionModifier> <iMaxTeamBuildingProductionModifier>201</iMaxTeamBuildingProductionModifier> <iMaxPlayerBuildingProductionModifier>202</iMaxPlayerBuildingProductionModifier> <ExtraYieldThresholds/> <TradeYieldModifiers/> <CommerceChanges> <iCommerce>7</iCommerce> <iCommerce>20</iCommerce> <iCommerce>10</iCommerce> </CommerceChanges> <CommerceModifiers/> <FreePromotions/> <FreePromotionUnitCombats/> </TraitInfo>
Note that for this trait to work, you'll also need to edit XML/Text/CIV4GameText_Warlords.xml and add, before </Civ4GameText>:
<TEXT> <Tag>TXT_KEY_TRAIT_W4G</Tag> <English>Wiki4Games</English> <French>Wiki4Games</French> <German>Wiki4Games</German> <Italian>Wiki4Games</Italian> <Spanish>Wiki4Games</Spanish> </TEXT> <TEXT> <Tag>TXT_KEY_TRAIT_W4G_SHORT</Tag> <English>W4G</English> <French>W4G</French> <German>W4G</German> <Italian>W4G</Italian> <Spanish>W4G</Spanish> </TEXT>
(this adds a description for the trait)
This trait gives, among other things: a +3 health and happiness bonus in every city, 7 gold + 20 research + 10 culture in every city, no anarchy (from changing civics or religion), civic upkeep reduced by 90%, XP needed for unit promotion reduced by 90%, +250% great person rate, +250% great general rate, +250% great general rate within cultural borders, +200% world Wonder production. It also gives bonuses for the production of various buildings and units, but these are set in two other files:
- for units, the file to edit is XML/Units/CIV4UnitInfos.xml. Each unit has lots of properties stored in his UnitInfo block. Notably, it contains a ProductionTraits block, with information on what trait increases the unit's production speed. For our trait and for an extra 300% speed, the block syntax will look like:
<ProductionTraits> <ProductionTrait> <ProductionTraitType>TRAIT_W4G</ProductionTraitType> <iProductionTrait>300</iProductionTrait> </ProductionTrait> </ProductionTraits>
- for buildings, the syntax is the same, except that each building is stored in a BuildingInfo block and the file to edit is XML/Buildings/CIV4BuildingInfos/xml.
 Removing city maintenance costs
Open XML/GameInfo/CIV4HandicapInfo.xml. Each difficulty level has its settings stored with a HandicapInfo block. Find the block of the difficulty level you want to edit (for instance, noble starts with
<Type>HANDICAP_NOBLE</Type>), then find their iDistanceMaintenancePercent and iNumCitiesMaintenancePercent blocks. They configure, respectively, maintenance cost from distance to palace and from the number of cities. For instance, for 75% maintenance cost from distance and no cost from number of cities, you'd write: