Civics
Civilization 4 has 25 civics in five categories (Government, Legal, Labor, Economy and Religion), and you run exactly one from each category at a time. New civics come with technologies, each has an upkeep in gold, and changing them usually costs turns of anarchy unless your leader is Spiritual.
Civilization 4 has 25 civics in five categories, Government, Legal, Labor, Economy and Religion, and your civilization always runs exactly one civic from each: Slavery or Caste System for labor, Bureaucracy or Free Speech for law, and so on, mixed as you like. You start as what Firaxis's developer blog called "a barbaric, decentralized despotism with tribal labor and practicing paganism", unlock the other 20 through research, pay a gold upkeep for each, and usually suffer a few turns of anarchy whenever you change, unless your leader is Spiritual. The system replaced the single "government" of earlier Civilization games and, Soren Johnson writes in the manual's afterword (p. 180), was inspired by Alpha Centauri's social engineering.
Quick facts
| Civics | 25 |
| Categories | 5: Government, Legal, Labor, Economy, Religion |
| Active at once | One per category |
| Starting civics | Despotism, Barbarism, Tribalism, Decentralization, Paganism |
| Upkeep levels | None, Low, Medium, High, scaled by cities and population |
| Civics screen | F3 |
| No anarchy | Spiritual leaders |
| Half upkeep | Organized leaders (-50%) |
| Unlocks every Government civic | The Pyramids |
How civics work
You always run five civics, one per category, and changing one category leaves the others alone (manual, p. 83). New civics become available with technologies: Hereditary Rule with Monarchy, Mercantilism with Banking and so on, and the Pyramids wonder makes every Government civic available at once. When you learn a tech that unlocks a civic, a screen asks whether to switch; at any other time you open the Civics screen (F3), pick the new civics and press "Revolution".
Every civic has an upkeep. The manual's four levels are no upkeep, low, medium and high, and the gold each costs per turn grows with the number of cities and the population of your civilization (manual, p. 83). The manual's rule of thumb is that "the more useful a civic is, the higher its upkeep", and it advises checking the Financial Advisor before switching; Organized leaders pay half (manual, p. 159; see Leader Traits). Higher difficulty levels raise civic costs too (pp. 166-167). Economy covers the treasury it comes out of.
Changing civics usually means anarchy. For a number of turns your cities gather no food, gold or production, though units still obey orders; the Civics screen's "Turns for Revolution" shows how long it will last, and changing several civics at once is harder on your people (manual, p. 84). After any change there is a delay of a few turns before the next. Spiritual leaders skip all of it: GameSpot's guide notes they suffer "no anarchy penalty from switching civics or state religions", which let them switch to Organized Religion for building or Vassalage for training "all in the span of several turns".
All 25 civics
| Category | Civic | Tech | Upkeep at launch | Upkeep later | Effect |
|---|---|---|---|---|---|
| Government | Despotism | None | Low | Low | None |
| Government | Hereditary Rule | Monarchy | Medium | Low | +1 happiness per military unit in a city |
| Government | Representation | Constitution | Low | Medium | +3 research per specialist; +3 happiness in the five largest cities (+2 from patch 1.61) |
| Government | Police State | Fascism | High | High | +25% military unit production; -50% war weariness |
| Government | Universal Suffrage | Democracy | Medium | Medium | +1 production from Towns; spend gold to finish production |
| Legal | Barbarism | None | Low | Low | None |
| Legal | Vassalage | Feudalism | High | High | New military units +2 experience; lower unit support costs |
| Legal | Bureaucracy | Civil Service | Medium | Medium | +50% production and gold in the capital |
| Legal | Nationhood | Nationalism | Low | None | Draft 3 units per turn; Barracks +2 happiness; Beyond the Sword: +25% espionage points |
| Legal | Free Speech | Liberalism | None | Low | +2 gold from Towns; +100% culture in every city |
| Labor | Tribalism | None | Low | Low | None |
| Labor | Slavery | Bronze Working | Low | None; Medium in Beyond the Sword | Sacrifice population to finish production |
| Labor | Serfdom | Feudalism | Low | Low | Workers build improvements 50% faster |
| Labor | Caste System | Code of Laws | Medium | Medium | Unlimited Artists, Merchants and Scientists; Beyond the Sword: food from Workshops |
| Labor | Emancipation | Democracy | None | Low | Cottages grow twice as fast; unhappiness for civilizations without it |
| Economy | Decentralization | None | Low | Low | None |
| Economy | Mercantilism | Banking | Medium | Medium | +1 free specialist per city; no foreign trade routes; Beyond the Sword: foreign corporations have no effect |
| Economy | Free Market | Economics | Low | Medium | +1 trade route per city |
| Economy | State Property | Communism | None | Low | No distance maintenance; +1 food from Workshops and Watermills (Beyond the Sword: +25% production instead, and no corporations work) |
| Economy | Environmentalism | Ecology (Medicine from patch 1.61) | High | Medium | +5 health (+6 in the manual's chart); +1 happiness from forest and jungle; Beyond the Sword: food from Forest Preserves, Windmills and Watermills |
| Religion | Paganism | None | Low | Low | None |
| Religion | Organized Religion | Monotheism | High | High | Missionaries without a Monastery; +25% building speed in cities with the State Religion |
| Religion | Theocracy | Theology | Medium | Medium | +2 experience for units built in State Religion cities; no spread of other religions |
| Religion | Pacifism | Philosophy | None | None | +100% Great Person birth in State Religion cities; +1 gold support per military unit |
| Religion | Free Religion | Liberalism | Low | Low | No State Religion; +1 happiness per religion in a city; +10% research |
Source: effects and launch upkeep from the Civilization 4 manual, pp. 85-90 and charts pp. 196-199; later upkeep from the Warlords manual, p. 104 and charts pp. 114-118 and the v1.61 patch notes; Beyond the Sword changes from the Beyond the Sword manual, p. 47. Beyond the Sword's manual lists Slavery as its only upkeep change; for every other civic the Warlords figures are the latest printed.
Government
Government civics shape happiness and production across the empire. Hereditary Rule turns garrisons into happiness, which GameSpot's guide called "a decent civic in the early game" for a defensive player. Representation gives +3 research per specialist, Police State serves a long war, and Universal Suffrage adds production to Towns and lets you buy buildings and units with gold, which GameSpot advised against adopting early, "when the medium upkeep can't really be offset" by few Towns.
Legal
Legal civics decide armies, capitals and culture. Vassalage gives new units +2 experience and, with Theocracy, was GameSpot's pairing for training veteran armies; Bureaucracy's +50% production and gold in the capital made it, in GameSpot's words, "strong for smaller civilizations where the capital is your primary focus" (GameSpot, Jan 18, 2006). Nationhood drafts units, and Free Speech doubles culture and adds gold to Towns, which makes it a staple of the Culture Victory Guide.
Labor
Labor civics decide how cities grow and build. Slavery lets a city sacrifice population to finish what it is building, the subject of Slavery and Chopping; its upkeep went from Low at launch to none after the Warlords-era patches and to Medium in Beyond the Sword, per the Beyond the Sword manual (p. 47). Caste System removes the cap on Artists, Merchants and Scientists in a city, and Emancipation halves the time Cottages take to become Hamlets, Villages and Towns while making civilizations without it unhappy; Cottages and Specialists weighs the two economies.
Economy
Economy civics trade off trade, specialists and upkeep. Mercantilism gives a free specialist in every city but cuts foreign trade routes, Free Market adds a trade route per city, and State Property removes the distance part of city maintenance, the cost that grows with each city's distance from your capital (manual, p. 156). Beyond the Sword tied this category to Corporations: Mercantilism stops foreign corporations working in your cities, and State Property switches off every corporation until you leave it.
Religion
Religion civics set how your faith works. Organized Religion lets any city with your State Religion train missionaries and build faster, Theocracy trains veterans and blocks other faiths, Pacifism doubles Great Person births at the cost of military support, and Free Religion drops the State Religion for happiness and research (manual, p. 90). Religions explains the State Religion itself.
Combinations
The manual says there are no "best" civics: "all are potentially very useful in different situations" (manual, p. 82). Johnson's own example of a strong pairing is Representation, with its extra research from specialists, plus Mercantilism, with its free specialist in every city (afterword, p. 180).
GameSpot's guide (Jan 18, 2006) suggested combinations by goal:
- Commerce: Universal Suffrage, Free Speech and Emancipation for an empire of Cottages growing into Towns, with Free Market for more trade.
- War: Vassalage and Theocracy for experienced units, Police State once the war drags on; it also warned that a neighbor switching to Vassalage and Theocracy should make you "prepare for war".
- Capital: Bureaucracy with Universal Suffrage and Serfdom.
- Happiness: Free Religion with several religions spread through your cities, plus Free Speech and Mercantilism.
- Great People: Pacifism with Caste System and Representation.
- Research: Mercantilism and Representation for Scientists, plus Free Religion's +10%.
Leaders' favorite civics
Every leader has a favorite civic and may press you to adopt it, as Johnson describes Gandhi with Universal Suffrage and Mao with State Property (afterword, p. 182). Running a leader's favorite earns a diplomatic bonus with that leader, so GameSpot's guide suggested switching to one to keep an alliance or avoid a war (GameSpot); see Diplomacy and Leaders.
| Favorite civic | Leaders (base game) |
|---|---|
| Hereditary Rule | Alexander, Catherine, Hatshepsut, Huayna Capac, Kublai Khan, Louis XIV |
| Representation | Bismarck, Cyrus, Julius Caesar, Napoleon, Victoria |
| Police State | Genghis Khan, Isabella, Montezuma, Peter, Qin Shi Huang |
| Universal Suffrage | Asoka, Frederick, Gandhi, Roosevelt, Washington |
| State Property | Mao Zedong |
| Mercantilism | Tokugawa |
| Free Market | Mansa Musa |
| Free Religion | Elizabeth |
| Theocracy | Saladin |
Source: Civilization 4 manual, pp. 159-166, matching GameSpot's guide. The manuals do not list favorites for the leaders added by Warlords and Beyond the Sword; the in-game Civilopedia does.
Changes in patches and expansions
Patch 1.61 (2006) moved several upkeeps (Hereditary Rule down to Low; Representation, Free Market, Free Speech, Emancipation and State Property up; Nationhood down to none; Environmentalism down to Medium), moved Environmentalism to Medicine and cut Representation's happiness bonus from +3 to +2, per the v1.61 patch notes and the Warlords manual. Beyond the Sword made Slavery's upkeep Medium and gave Nationhood, Caste System, Mercantilism, State Property and Environmentalism the new effects shown in the table (Beyond the Sword manual, p. 47). The final patch, 3.19 (Jun 11, 2009), fixed "a few AI civic evaluation bugs" and has the AI change civics during Golden Ages.
Frequently asked questions
How many civics are there in Civ 4? Civilization 4 has 25 civics in five categories (Government, Legal, Labor, Economy and Religion), and you always run one civic from each category.
What are the best civics in Civ 4? Civilization 4's manual says there are no best civics, only ones suited to a situation; Soren Johnson's own example of a strong pair is Representation with Mercantilism, and GameSpot's guide recommends Vassalage with Theocracy for war and Universal Suffrage, Free Speech and Emancipation for a Cottage economy.
How do you avoid anarchy in Civ 4? In Civilization 4, leaders with the Spiritual trait change civics and State Religion with no anarchy; everyone else can only shorten it by changing fewer civics at once, and the Civics screen shows how many turns a change will take.
What does Slavery do in Civ 4? Slavery, a Labor civic unlocked by Bronze Working, lets a Civilization 4 city sacrifice population to finish a building or unit; its upkeep is Medium in Beyond the Sword.
What does Bureaucracy do in Civ 4? Bureaucracy, a Legal civic from Civil Service with Medium upkeep, gives a Civilization 4 capital +50% production and +50% gold.
What is civic upkeep in Civ 4? Civic upkeep is the gold each Civilization 4 civic costs per turn, rated none, low, medium or high and growing with your number of cities and population; Organized leaders pay half.
How do you unlock all government civics early in Civ 4? Building the Pyramids in Civilization 4 makes every Government civic available without the techs.
Sources
- Sid Meier's Civilization IV manual (Steam-hosted PDF), 2K Games and Firaxis Games, 2005
- Civilization IV: Warlords manual (Steam-hosted PDF), 2K Games and Firaxis Games, 2006
- Civilization IV: Beyond the Sword manual (Steam-hosted PDF), 2K Games and Firaxis Games, 2007
- Civilization IV developer blog: Civics (archived), 2K Games, Sep 6, 2005
- Civilization IV v1.61 Patch Changes (archived), 2K Games and Firaxis Games, 2006
- Civilization IV Walkthrough, GameSpot (Doug Radcliffe), Jan 18, 2006
- Civilization IV: Beyond the Sword Update Released, Valve (Steam), Jun 11, 2009
Photos
See also
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TechnologiesCivilization 4 has 86 technologies in the base game by Firaxis's count, from Agriculture and Fishing to Fusion and Future Tech, and Beyond the Sword adds six more. Each one costs research and unlocks units, buildings, civics, religions or abilities, and the tree lets you reach most techs by more than one path. -
Leader TraitsEvery Civilization 4 leader has two of 11 traits: Aggressive, Creative, Expansive, Financial, Industrious, Organized, Philosophical and Spiritual from the base game, and Charismatic, Imperialistic and Protective from Warlords. Each gives a standing bonus and builds some buildings at double speed. -
EconomyCivilization 4's economy runs on commerce, which a slider splits between research (100% at the start), gold, culture after Drama and, in Beyond the Sword, espionage; gold pays city maintenance (rising with the number of cities and their distance from the Palace), civic upkeep, unit support and inflation. Courthouses halve a city's maintenance, and trade routes, cottages and Markets raise income. - Culture Victory GuideA Civilization 4 culture victory needs three cities with Legendary culture, 50,000 culture points each on Normal speed. Get there with religions and their buildings, culture wonders, Artists and Great Artists' Great Works (+4,000 each), the Hermitage and Free Speech (+100% each), and the culture slider late in the game.
- Slavery and ChoppingIn Civilization 4 the Slavery civic (Bronze Working) lets a city sacrifice population to finish its current build, which players call whipping, and Workers can chop down forests for production, 20 hammers per forest after the 1.61 patch, less the farther the tile is from the city, and 50% more with Mathematics.
- Cottages and SpecialistsCivilization 4 has two main ways to pay for research. Cottages grow into Hamlets, Villages and Towns that make more commerce the longer they are worked (faster with Emancipation, richer with Free Speech and Universal Suffrage); specialists give fixed output plus Great Person points (unlimited with Caste System, +3 research each with Representation).