National Wonders and Projects
In Civilization 4 every civilization can build each national wonder once (Heroic Epic, National Epic, Wall Street, Oxford University and the rest), and each city can hold only two of them. Projects are big one-time builds: the Manhattan Project enables nukes for everyone, the Apollo Program unlocks the spaceship parts, the Internet grants techs and SDI intercepts nukes.
National wonders in Civilization 4 can be built once by each civilization, and each city may build only two of them, so the Civilization 4 manual (p. 95) tells players to plan ahead where they go. Unlike world Wonders, which only one civilization can own, every civilization can have its own Wall Street or Heroic Epic, so there is no race and no gold for losing one. Projects are the other kind of special build: the Manhattan Project, the Apollo Program, the Internet and SDI, listed apart from the wonders in the manual's chart, plus the spaceship parts that the Apollo Program unlocks.
Quick facts
| National wonders | One of each per civilization; at most two per city |
| In the manual's chart | 13, counting the Palace |
| Most expensive | West Point, 800 hammers |
| Doubles a city's output | Wall Street (gold), Oxford University (research), Hermitage (culture), National Epic (Great People), Heroic Epic (military units) |
| Captured | National wonders in a captured city are destroyed |
| Great People points | +2 each; +1 in Beyond the Sword |
| Projects | Manhattan Project, Apollo Program, the Internet, SDI |
| Spaceship | 7 kinds of parts, 13 parts in all |
Sources: Civilization 4 manual, pp. 95-96 and charts pp. 210-215; Warlords manual, charts pp. 135-136; Beyond the Sword manual, p. 46.
Why national wonders exist
Soren Johnson, the game's lead designer, explains in his afterword to the manual (p. 179) that national wonders are part of Civilization 4's push toward specialized cities: Wall Street doubles a city's gold, Oxford University its research and the Hermitage its culture, and because a city can hold only two of them, players have to spread them across their empire.
A national wonder is lost with its city. Capturing an enemy city destroys the national wonders in it, while its world wonders pass to the new owner, the manual says on page 96.
Every national wonder
| National wonder | Cost | Requirement | Effect |
|---|---|---|---|
| Palace | 160 | 4 or more cities | Makes the city the capital; reduces maintenance in nearby cities; +1 happy |
| Forbidden Palace | 200 | 6 Courthouses; 8 or more cities | Reduces maintenance in nearby cities |
| Globe Theatre | 300 | Drama; 6 Theatres | No unhappiness in the city; 3 Artist slots |
| Hermitage | 300 | Nationalism | +100% culture in the city |
| Heroic Epic | 200 | Literature; Barracks; a level 5 unit (level 4 before patch 1.61) | +100% military unit production in the city |
| Ironworks | 700 | Steel; 6 Forges | +50% hammers with Iron, +50% with Coal; 3 Engineer slots; -2 health |
| Mount Rushmore | 500 | Fascism | -25% war unhappiness in all cities |
| National Epic | 250 | Literature; Library | +100% Great Person birth rate in the city |
| Oxford University | 400 | Education; 6 Universities | +100% research in the city |
| Red Cross | 600 | Medicine; 6 Hospitals | Free Medic I promotion for units built in the city |
| Scotland Yard | 500 | Communism (Beyond the Sword: a Great Spy) | The city can build Spies (base game); an espionage bonus (Beyond the Sword) |
| Wall Street | 600 | Corporation; 6 Banks | +100% gold in the city; 3 Merchant slots |
| West Point | 800 | Military Tradition; a level 6 unit (level 5 before patch 1.61) | +4 experience for new units trained in the city |
Source: Warlords manual, charts pp. 135-136 and p. 104; costs in hammers.
The Heroic Epic and the National Epic both need Literature, and the Heroic Epic and West Point also need a unit of a certain level, which a unit reaches by earning experience and taking promotions. West Point gives every new unit trained in its city 4 experience points; the manual (p. 45) says the other free sources it lists (Barracks, the Vassalage civic and Theocracy) add up.
The Forbidden Palace is the answer the manual gives to the cost of a large empire. City maintenance grows with each city's distance from the capital and with the number of cities, and the manual names Courthouses, the Forbidden Palace (a second center of government unlocked by enough Courthouses) and the State Property civic as the ways to cut it; see Economy. Building a Palace in another city moves the capital there and removes the old one.
Beyond the Sword changes
Beyond the Sword made three changes to national wonders, per its manual (pp. 18, 46). Scotland Yard can now be built only by a Great Spy, the way a shrine needs a Great Prophet, and gives its city a large espionage bonus (see Espionage). All national wonders give +1 Great Person point instead of +2. And the National Park appears in the manual's list of new wonders, with its effects left to the in-game Civilopedia.
Projects
| Project | Cost | Tech | Effect | Double speed with |
|---|---|---|---|---|
| The Manhattan Project | 1,500 | Fission | Enables nukes and Bomb Shelters for all players | Uranium |
| The Apollo Program | 1,000 | Rocketry | Required to build spaceship parts | Aluminum |
| The Internet | 2,000 | Fiber Optics | Grants every technology known to 2 or more civilizations you have met | Copper |
| SDI | 500 at release; raised by patch 1.61 | Satellites | +75% chance to intercept nukes | Aluminum |
Source: Civilization 4 manual, chart p. 215; SDI change from the Warlords manual, p. 104.
The Manhattan Project and nukes
The Manhattan Project opens the nuclear age for everyone, not only its builder: once anyone completes it, every civilization that knows Rocketry and Fission and has Uranium can build ICBMs, the Civilization 4 manual explains (p. 134). A nuke has unlimited range and hits its target and the eight tiles around it equally; buildings, units and improvements there can be destroyed and fallout can spoil the tiles, but wonders survive. A Bomb Shelter cuts the damage in its city by 75%, SDI has "an excellent chance" of stopping nukes aimed at your territory, and using them brings heavy diplomatic penalties and may start global warming (pp. 134-135).
Patch 1.61 raised SDI's cost and made it wait for the Manhattan Project, per the Warlords manual (p. 104). Beyond the Sword added the Tactical Nuke, which GameSpot described on May 25, 2007 as "not as powerful but a lot quicker to make than ICBMs".
The Apollo Program and the spaceship
The Apollo Program is the gate to a space victory: no spaceship part can be built until it is complete, and then the parts themselves are built like projects. The base game's ship needs 13 parts of seven kinds, each with its own technology, per the Civilization 4 manual's chart (p. 215):
| Part | Cost | Tech (with the Apollo Program) | Needed |
|---|---|---|---|
| SS Casing | 400 | Rocketry | 5 |
| SS Thrusters | 600 | Satellites | 3 |
| SS Engine | 1,000 | Fusion | 1 |
| SS Docking Bay | 1,200 | Robotics | 1 |
| SS Cockpit | 800 | Fiber Optics | 1 |
| SS Life Support | 600 | Ecology | 1 |
| SS Stasis Chamber | 1,000 | Genetics | 1 |
Source: Civilization 4 manual, chart p. 215.
Beyond the Sword changed the race: some parts need different technologies, and a ship can launch with the minimum parts or with extra ones, its arrival delayed by a time that depends on what it carries, per the Beyond the Sword manual (p. 46). The Space Elevator wonder speeds spaceship production by 50% in all cities. The Space Race Guide covers the race itself.
The Internet
The Internet costs 2,000 hammers with Fiber Optics, is built twice as fast with Copper, and grants every technology already known to two or more civilizations you have met, per the Civilization 4 manual's chart (p. 215).
Frequently asked questions
How many national wonders can a city have in Civ 4? Two: the Civilization 4 manual (p. 95) says each city may build only two national wonders, and each civilization only one of each.
What does the Heroic Epic do in Civ 4? The Heroic Epic gives +100% military unit production in its city; it costs 200 hammers and needs Literature, Barracks in the city and a level 5 unit since patch 1.61, per the Warlords manual (pp. 104, 135).
What does the National Epic do in Civ 4? The National Epic gives +100% Great Person birth rate in its city; it costs 250 hammers and needs Literature and a Library, per the Warlords manual's chart (p. 135).
What do you need for Wall Street in Civ 4? Wall Street needs the Corporation technology and 6 Banks, costs 600 hammers, and gives +100% gold in its city with 3 Merchant slots, per the Warlords manual's chart (p. 136).
How do you get the Forbidden Palace in Civ 4? The Forbidden Palace needs 6 Courthouses and 8 or more cities, costs 200 hammers, and reduces maintenance in the cities near it, per the Warlords manual's chart (p. 135).
Does the Manhattan Project let everyone build nukes in Civ 4? Yes: once any civilization builds the Manhattan Project, every civilization with Rocketry, Fission and Uranium can build nukes, per the Civilization 4 manual (p. 134).
What does the Apollo Program do in Civ 4? The Apollo Program costs 1,000 hammers with Rocketry, double speed with Aluminum, and is required before any spaceship part can be built, per the Civilization 4 manual's chart (p. 215).
Sources
- Sid Meier's Civilization IV manual, 2K Games and Firaxis Games, 2005
- Civilization IV: Warlords manual, 2K Games and Firaxis Games, 2006
- Civilization IV: Beyond the Sword manual, 2K Games and Firaxis Games, 2007
- Civilization IV: Beyond the Sword Impressions, GameSpot, May 25, 2007
Photos
See also
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WondersCivilization 4's world wonders are buildings only one civilization can finish in a game. The base game's chart lists 26 of them plus seven religious shrines, from Stonehenge at 120 hammers to the Space Elevator at 2,000; Warlords added three and Beyond the Sword added five more plus the Apostolic Palace. Each adds culture and Great People points, and many lose their effect when anyone learns a set technology. -
PromotionsCivilization 4 units earn experience points (XP) by winning battles and spend them on promotions such as Combat I to V (+10% Strength each), City Raider, City Garrison, Drill, Medic and Blitz. The first promotion comes at 2 XP, then 5, 10 and 17, attacking earns twice the XP of defending, and Barracks and other buildings give new units free experience. -
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. -
Beyond the SwordBeyond the Sword is Civilization 4's second expansion, released Jul 23, 2007 in North America at $29.99. It added 10 civilizations, 16 leaders, five wonders, corporations, espionage, random events, the Apostolic Palace, colonies, Advanced Start, a reworked space race and 11 scenarios and mods, includes Warlords' rules, and with its final patch 3.19 (Jun 11, 2009) is the version most players run today. - EspionageIn Civilization 4's Beyond the Sword, espionage opens with Writing: an espionage slider and some buildings earn espionage points against each rival, passive missions such as seeing their research unlock as points build up, and spies spend points on missions like stealing technology, sabotage, poisoning water or inciting revolt. Great Spies, counterespionage and a No Espionage option complete the system.
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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.