Resources
Civilization 4 has 35 resources in three groups: strategic resources that units and buildings need (copper, iron, horse, oil, aluminum, coal, uranium, plus stone and marble for wonders), health resources such as wheat, corn, rice and fish (+1 health each), and happiness resources such as gold, silk and wine (+1 happy each). A resource works once improved and connected by road, river or coast.
Civilization 4's resources come in three groups: strategic resources that some units and buildings require (copper, iron, horse, ivory, oil, aluminum, coal and uranium, with stone and marble speeding wonders), health resources (+1 health each in every connected city) and happiness resources (+1 happy face each). Firaxis counted 35 resources in the game on its 2005 feature comparison, and the base game's manual (pp. 112-122) lists each with the technology that reveals it, the improvement that works it and the yield it adds to its tile. A resource helps only after a Worker improves it and a road, river or coast connects it to your cities. Units that need resources are on Units; the improvements themselves are on Terrain and Improvements.
Quick facts
| Resources | 35, by Firaxis's count |
| Groups | Strategic, health, happiness (the city screen's Resource Box) |
| Hidden until a tech | Copper (Bronze Working), Iron (Iron Working), Coal (Steam Power), Oil (Scientific Method), Aluminum (Industrialism), Uranium (Physics) |
| Health resources | Banana (+2), clam, corn, cow, crab, deer, fish, pig, rice, wheat (+1 each) |
| Happiness resources | Dye, fur, gems, gold, incense, ivory, sheep, silk, silver, spices, sugar, whale, wine, and Hit Movies, Musicals and Singles |
| Wonder speed | Stone, marble, copper, iron, aluminum and uranium each halve the build time of certain wonders |
| Connection | Improved inside a city's radius, or joined by road, rail, river or coast |
| Trading | Annual deal of at least 10 turns; the capital must be connected |
Source: Civilization IV manual, pp. 31, 102, 112-122, 150; civiv.com compare features (archived).
How resources work
A resource gives its benefits only when it is improved and reachable. The base manual (pp. 72, 150) says a city gets an improved resource inside its own radius "roads or no roads", while other cities need it joined to them by road, railroad, river or coastline; a resource must also be inside your borders. The city screen's Resource Box sorts what a city has into strategic, health and happiness columns, with a number beside any resource you have more than one of.
Each resource also adds yield to the tile it sits on. Improving it raises that yield: wheat gives +1 food unimproved and +2 food under a farm, and gold gives +1 commerce unimproved and +1 production and +6 commerce under a mine, per the base manual (pp. 115, 122). Soren Johnson, the lead designer, built city sites around this: his afterword (p. 178) gives a farm on wheat (+4 food in his example, against +1 for the farm and the wheat alone) as what gives each city its role.
Firaxis also spread the key resources out. Johnson wrote in Game Developer in 2010 that Civ 4 never placed two Iron sources within seven tiles of each other, to limit bad luck from the map.
Strategic resources
Strategic resources unlock units, and some unlock or speed buildings. The base manual (pp. 112-122) lists what needs each:
| Resource | Revealed by | Improvement | Improved yield | Needed for |
|---|---|---|---|---|
| Copper | Bronze Working | Mine | +3 production | Axeman, Spearman, Maceman, Phalanx (each or iron); halves the Colossus, Statue of Liberty, Internet |
| Iron | Iron Working | Mine | +3 production | Swordsman, Pikeman, Crossbowman, Cannon, Frigate; Knight and Conquistador (with horse); Ironclad (with coal); halves the Eiffel Tower |
| Horse | Always visible | Pasture | +2 production, +1 commerce | Chariot, Horse Archer, Knight, Cavalry and their unique versions |
| Ivory | Always visible | Camp | +1 production, +1 commerce | War Elephant; +1 happy |
| Stone | Always visible | Quarry | +2 production | Halves the Pyramids, Stonehenge, Hanging Gardens, Chichen Itza, Kremlin, Notre Dame and others |
| Marble | Always visible | Quarry | +1 production, +2 commerce | Halves the Oracle, Great Library, Parthenon, Taj Mahal, Versailles and others |
| Coal | Steam Power | Mine | +3 production | Railroad; Ironclad |
| Oil | Scientific Method (worked with Combustion) | Oil well, offshore platform | +2 production, +1 commerce | Tank, Panzer, Fighter, Bomber, Gunship and most modern ships |
| Aluminum | Industrialism | Mine | +3 production, +1 commerce | Jet Fighter, Modern Armor, Stealth Bomber (each with oil); halves the Apollo Program, Space Elevator, SDI |
| Uranium | Physics | Mine | +3 commerce | Nukes, ICBM; ships as an alternative to oil; halves the Manhattan Project |
Source: Civilization IV manual, pp. 112-122.
Copper and iron are interchangeable for the early melee units, which is why both are worth claiming. A unit that needs "X and Y" needs both resources connected; one that needs "X or Y" needs either.
Health resources
Each health resource gives +1 health in every city it reaches (banana gives +2), and buildings add +1 more from certain ones. The yields are from the base manual (pp. 112-122); the building bonuses from the Warlords manual's building chart:
| Resource | Tech to work | Improvement | Improved yield | Extra health from |
|---|---|---|---|---|
| Wheat | Agriculture | Farm | +2 food | Granary |
| Corn | Agriculture | Farm | +2 food | Granary |
| Rice | Agriculture | Farm | +1 food | Granary |
| Fish | Fishing | Fishing boats | +3 food | Harbor |
| Clam | Fishing | Fishing boats | +2 food | Harbor |
| Crab | Fishing | Fishing boats | +2 food | Harbor |
| Pig | Animal Husbandry | Pasture | +3 food | Supermarket |
| Cow | Animal Husbandry | Pasture | +1 food, +2 production | Supermarket |
| Deer | Hunting | Camp | +2 food | Supermarket |
| Banana | Calendar | Plantation | +2 food (+2 health) | Grocer |
Source: Civilization IV manual, pp. 112-122; Warlords manual, charts pp. 129-134.
Health matters because each unhealthy face over a city's health costs 1 food, so food resources pay twice: once on their own tile and again in every connected city's health. See Cities for the health rules.
Happiness resources
Each happiness resource gives +1 happy face in every city it reaches, and several buildings add +1 more from certain ones (per the Warlords manual's building chart, the Forge from gems, gold and silver, the Market from fur, ivory, silk and whale, the "Theatre" from dye, and the religions' cathedrals from incense):
| Resource | Tech to work | Improvement | Improved yield |
|---|---|---|---|
| Gold | Mining | Mine | +1 production, +6 commerce |
| Gems | Mining | Mine | +1 production, +5 commerce |
| Silver | Mining | Mine | +1 production, +4 commerce |
| Incense | Calendar | Plantation | +5 commerce |
| Dye | Calendar | Plantation | +4 commerce |
| Silk | Calendar | Plantation | +3 commerce |
| Spices | Calendar | Plantation | +1 food, +2 commerce |
| Sugar | Calendar | Plantation | +1 food, +1 commerce |
| Fur | Hunting | Camp | +3 commerce |
| Ivory | Hunting | Camp | +1 production, +1 commerce |
| Sheep | Animal Husbandry | Pasture | +2 food, +1 commerce |
| Whale | Optics | Whaling boats | +1 production, +2 commerce |
| Wine | Meditation (base manual) | Winery | +1 food, +2 commerce |
| Hit Movies, Hit Musicals, Hit Singles | Hollywood, Broadway, Rock 'n Roll wonders | none | +1 happy each, no yield |
Source: Civilization IV manual, pp. 112-122. The manual lists incense under Mining and a mine in one place and under a plantation in another; GameSpot's walkthrough gives Plantation (Calendar). GameSpot's technology table also puts the winery under Monarchy rather than Meditation.
The three "hit" resources are made by wonders, not found on the map: each wonder gives its owner five of them to use or trade, per the Warlords manual's wonder chart.
Trading resources
Resources are traded as "annual" items, swapped only for other annual items such as gold per turn or Open Borders, and a deal runs at least 10 turns, per the base manual (pp. 102-104). The giver loses the resource's benefits for the length of the deal unless it has a second source; the receiver gets all of them, including the right to build the units it allows. Both sides' capitals must be connected to their trade networks, and a traded resource reaches only cities connected to the receiver's capital. Spare copies of a luxury are the usual currency of these deals; see Diplomacy.
Corporations and resources (Beyond the Sword)
In Beyond the Sword, corporations consume resources to produce their bonuses. Each corporation's benefit scales with how many of its resources a city has: Cereal Mills, for example, uses wheat, corn or rice and gives +0.75 food per resource, and Standard Ethanol turns corn, sugar or rice into oil, per the Beyond the Sword manual (pp. 21-22). Aluminum Co. likewise produces aluminum from coal. The seven corporations are on Corporations.
Frequently asked questions
How many resources are in Civ 4? Civilization 4 has 35 resources by Firaxis's own count on its 2005 comparison page, including the three made by wonders (Hit Movies, Hit Musicals and Hit Singles). They fall into strategic, health and happiness groups.
Where is copper or iron in Civ 4? Civilization 4 hides copper until you learn Bronze Working and iron until Iron Working, per the base manual; both are worked with a mine. Either one lets you build Axemen, Spearmen and Macemen; Swordsmen and Pikemen need iron.
What does oil do in Civ 4? Oil in Civilization 4 is revealed by Scientific Method and worked with Combustion through an oil well or offshore platform; it is required for tanks, aircraft and most modern ships, per the base manual. In Beyond the Sword the Standard Ethanol corporation can also produce it.
What resources give health in Civ 4? In Civilization 4, wheat, corn, rice, fish, clam, crab, pig, cow and deer each give +1 health to connected cities, and banana gives +2, per the base manual. Granaries, Harbors, Grocers and Supermarkets add +1 more from some of them.
What are luxury resources in Civ 4? Civilization 4's happiness resources are dye, fur, gems, gold, incense, ivory, sheep, silk, silver, spices, sugar, whale and wine, each +1 happy face in connected cities, plus the wonder-made Hit Movies, Musicals and Singles, per the base manual.
What do stone and marble do in Civ 4? In Civilization 4, stone and marble halve the build time of certain wonders, stone for the Pyramids and Stonehenge among others and marble for the Oracle and Great Library among others, per the base manual. Both are worked with a quarry after Masonry.
Why can't I use my resource in Civ 4? A Civilization 4 resource works only when it is improved with the right improvement, inside your borders, and connected to the city by road, rail, river or coast. To trade it, it must also connect to your capital, per the base manual.
Sources
- Sid Meier's Civilization IV manual (with Soren Johnson's "Afterwords"), 2K Games and Firaxis Games, 2005, read Oct 21, 2026
- Civilization IV: Warlords manual, 2K Games and Firaxis Games, 2006, read Oct 21, 2026
- Civilization IV: Beyond the Sword manual, 2K Games and Firaxis Games, 2007, read Oct 21, 2026
- Civilization IV compare features, 2K Games and Firaxis Games (civiv.com, archived), 2005, read Oct 21, 2026
- Civilization IV Walkthrough, GameSpot (Doug Radcliffe), Jan 18, 2006, read Oct 21, 2026
- Analysis: Soren Johnson On Playing The Odds, Game Developer, Mar 16, 2010, read Oct 21, 2026
Photos
See also
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UnitsEvery Civilization 4 unit has one Strength value, a number of moves and often bonuses against other unit types, in 11 categories from recon and melee to armored and air. Strength runs from 1 or 2 for the first units to 40 for Modern Armor and the Battleship, and Firaxis counted 89 units in the base game. -
Terrain and ImprovementsEvery Civilization 4 tile yields food, production and commerce by its terrain (grassland 2 food, plains 1 food and 1 production, coast 1 food and 2 commerce), and Workers raise those yields with improvements such as farms, mines, cottages that grow into towns, workshops, windmills, watermills and lumbermills. -
CitiesA Civilization 4 city works the 21 tiles of its fat cross (a 5-by-5 square without its corners) for food, production and commerce, and grows when its food exceeds 2 per citizen. Its happiness and health limits, 6 and 3 on Chieftain and 3 and 1 on Deity at the start, decide how big it can usefully get. -
DiplomacyIn Civilization 4 every AI leader holds one of five attitudes toward you (Friendly, Pleased, Cautious, Annoyed or Furious), with the reasons shown when you hover over its name, and trades techs, resources, gold, maps, cities and agreements such as Open Borders, Defensive Pacts and Permanent Alliances. Warlords added vassal states, Beyond the Sword colonies and the Apostolic Palace, and the United Nations can award a Diplomatic Victory. - CorporationsBeyond the Sword added seven corporations to Civilization 4 (Aluminum Co., Cereal Mills, Civilized Jewelers, Creative Constructions, Mining Inc., Sid's Sushi Co. and Standard Ethanol). Each is founded by spending a specific Great Person after the Corporation tech and one more, spreads by Corporate Executives to cities with its resources, and yields food, production, gold, culture, research or a new resource in return for maintenance.
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BuildingsCivilization 4's buildings add yields, happiness, health, culture, defense and specialist slots to the city that builds them, such as the Granary (60 hammers, keeps half the food after growth), the Library (90, +25% research and 2 Scientists) and the Courthouse (120, halves the city's maintenance). The base manual's early order is a Warrior, an explorer, a Worker and a Settler, then Barracks and Walls.