Space Race Guide
To win Civilization 4's space race, research Rocketry, build the Apollo Program, build every spaceship part (13 in the base game, unlocked by Rocketry, Satellites, Fusion, Robotics, Fiber Optics, Ecology and Genetics) and launch to Alpha Centauri; in Beyond the Sword you may launch early with fewer parts, the ship takes time to arrive, and losing your capital dooms it.
To win Civilization 4's space race you build the Apollo Program, then every spaceship part, then launch the ship and reach Alpha Centauri, per the Civilization IV manual (p. 106). The Apollo Program is a project that needs Rocketry, and the base game's chart lists 13 parts behind it, each tied to a late-game technology. Beyond the Sword changed the race: you may launch with only the essential parts or add extras for a faster ship, the ship then travels for a number of turns that depends on its parts, and the first to arrive wins, per the Beyond the Sword manual (p. 46). That makes the end of the race a contest of speed and defense, not only of research. This guide gives the parts, the techs, the resources that speed them and how to protect a ship in flight; the rules of every victory type are on Victory Conditions.
Quick facts
| Goal | Build the spaceship, launch it and reach Alpha Centauri |
| First step | The Apollo Program project (Rocketry, 1,000 hammers) |
| Parts (base game) | 13: five Casings, three Thrusters, one each of Engine, Docking Bay, Cockpit, Life Support, Stasis Chamber |
| Techs for parts | Rocketry, Satellites, Fusion, Robotics, Fiber Optics, Ecology, Genetics |
| Speed-up resources | Aluminum (Apollo, Casings, Thrusters, Docking Bay); Copper (Cockpit, Life Support, Stasis Chamber) |
| Wonder | The Space Elevator: +50% spaceship production in all cities |
| Progress | Victory Conditions screen, F8 |
| Beyond the Sword | Launch early or add redundant parts; delayed arrival; first to arrive wins |
| Risk | Losing your capital dooms a ship in flight (Beyond the Sword) |
Source: Civilization IV manual, charts pp. 214-215; Beyond the Sword manual, p. 46; GameSpot, Jun 26, 2007.
Step 1: the Apollo Program
The Apollo Program is a project, not a wonder, and "Required to build spaceship parts", per the Civilization IV manual's project chart (p. 215). It needs Rocketry and costs 1,000 hammers, and access to aluminum doubles its build speed. Rocketry cost 4,500 research in the base game by GameSpot's guide of Jan 18, 2006, and also unlocks SAM Infantry and the ICBM. Projects and how they differ from wonders are on National Wonders and Projects.
Step 2: every part
The base game's chart lists seven kinds of part, 13 in all. Every part needs the Apollo Program plus its own technology (Civilization IV manual, p. 215); tech costs are the base game's, from GameSpot's guide:
| Part | Needed | Cost (hammers) | Tech | Tech cost | Double speed with |
|---|---|---|---|---|---|
| SS Casing | 5 | 400 | Rocketry | 4,500 | Aluminum |
| SS Thrusters | 3 | 600 | Satellites | 3,500 | Aluminum |
| SS Engine | 1 | 1,000 | Fusion | 6,000 | none listed |
| SS Docking Bay | 1 | 1,200 | Robotics | 5,000 | Aluminum |
| SS Cockpit | 1 | 800 | Fiber Optics | 5,500 | Copper |
| SS Life Support | 1 | 600 | Ecology | 3,500 | Copper |
| SS Stasis Chamber | 1 | 1,000 | Genetics | 5,500 | Copper |
Sources: Civilization IV manual, chart p. 215 (parts); GameSpot: Civilization IV Walkthrough, Jan 18, 2006 (tech costs, version 1.00).
Added up from that chart, a full base-game ship costs 8,400 hammers of parts on top of the Apollo Program's 1,000. Fusion is the most expensive of the seven techs at 6,000, and GameSpot's table also notes that the first civilization to discover it gets a free Great Engineer. The techs that lead to these are on Technologies.
These are the base game's rules. Beyond the Sword changed the techs some parts need, and its manual (p. 46) says to "Check the Civilopedia for specific changes"; it also reshaped the late tree, so that Fiber Optics needs Laser or Computers and Robotics no longer needs Plastics directly (pp. 44-45). In Beyond the Sword, read each part's Civilopedia entry before planning research.
Step 3: build fast
Spaceship parts are expensive, so the race is won by production as much as by research. Three things in the base rules speed it up:
- Aluminum: the Civilization IV manual lists the Apollo Program, the Space Elevator and SDI among the builds whose time aluminum halves (p. 112), and its chart doubles Casing, Thrusters and Docking Bay production with aluminum (p. 215).
- Copper: the same chart doubles the Cockpit, Life Support and Stasis Chamber with copper. Copper is revealed by Bronze Working and needs a Mine. See Resources.
- The Space Elevator: a world wonder that needs Robotics, costs 2,000 hammers (aluminum doubles its speed) and gives "+50% spaceship production" in all your cities, per the manual's wonder chart. The other great wonders are on Wonders.
Only one city can build a given wonder at a time, and losing a wonder race turns part of the spent production into gold, per the Civilization IV manual (p. 95). The Internet, a project needing Fiber Optics, "grants all technologies acquired by any 2 known civilizations" (chart p. 215), which can fill gaps in the space techs if rivals research them first.
Step 4: launch (and in Beyond the Sword, when)
In the original game the first complete ship effectively won. GameSpot's May 2007 preview summed up the old rule: "In Civ IV, you won the game the moment that you could launch your spaceship to Alpha Centauri", which it called "anticlimactic and rushed". IGN's 2005 review likewise found that once the ship is complete "you're declared the winner", and missed the old wait for arrival.
Beyond the Sword brought the voyage back. You may launch with minimal parts or "construct redundant systems to improve its performance", and every ship has "a delayed arrival after launch" whose length depends on the components used, per the Beyond the Sword manual (p. 46). GameSpot's hands-on of Jun 26, 2007 describes the minimum as "rockets, an engine, and the parts that make up the capsule", and says spending more turns and resources on a bigger ship "can get to Alpha Centauri faster". So a civilization that starts the race second or third can still win by launching a faster ship later; in GameSpot's words, BtS made space victory "not just a matter of who builds a shuttle first, but who builds the best and fastest one" (review, Jul 25, 2007).
Choosing when to launch is the key decision. The manuals give no table of arrival times per part, so use the in-game screen: in Beyond the Sword the Victory Conditions screen (F8) has a Space Race "View" screen where you look at your ship and customize it before launch (manual, p. 46). The same F8 screen counts the parts every rival has finished (Civilization IV manual, p. 106).
Step 5: defend the capital
A ship in flight is only safe while its capital is. GameSpot's hands-on says that if another civilization looks set to arrive first, "you can try to invade and take over its capital city, which will doom the spaceship as it loses its guidance from ground control". So keep a strong garrison in your capital until the ship arrives, and expect rivals who are losing the race to attack it; the reverse is also your way back into a race you are losing. Building a defense and an army is on the War Guide.
Watch the other victories
A space race can be lost to a different victory. IGN's reviewers described a Beyond the Sword game in which they were "several turns away from a space victory" when the English were about to win a cultural victory sooner; they sent spies to sabotage the English culture buildings and sponsor a city revolt (IGN, Jul 26, 2007). Keep an eye on every rival's progress on the F8 screen, and use Espionage or diplomacy to slow a rival close to another win. A Time victory also ends the race if nobody arrives before the last turn, usually 2050 AD (manual, p. 105).
Frequently asked questions
How do you win the space race in Civ 4? In Civilization 4 you research Rocketry, build the Apollo Program, build every spaceship part and launch the ship to Alpha Centauri (manual, p. 106). In Beyond the Sword the first ship to arrive wins, not the first to launch.
What spaceship parts are there in Civ 4? The base Civilization 4 chart lists five SS Casings, three SS Thrusters and one each of SS Engine, Docking Bay, Cockpit, Life Support and Stasis Chamber, 13 parts in all (manual, p. 215).
What does the Apollo Program do in Civ 4? The Apollo Program is a Civilization 4 project that needs Rocketry, costs 1,000 hammers and is required to build spaceship parts; aluminum doubles its build speed (manual, p. 215).
Can you launch with fewer parts in Civ 4? Only in Beyond the Sword: Civilization 4's second expansion lets you launch with minimal parts, but the ship's arrival is delayed by a time that depends on its components (Beyond the Sword manual, p. 46).
What happens if your capital is captured after launch in Civ 4? In Civilization 4: Beyond the Sword, capturing a civilization's capital dooms its spaceship, GameSpot reported in its Jun 26, 2007 hands-on.
Which wonder helps the space race in Civ 4? The Space Elevator, a Civilization 4 wonder that needs Robotics, gives +50% spaceship production in all your cities (manual's wonder chart).
Sources
- Sid Meier's Civilization IV manual (Steam-hosted PDF), 2K Games and Firaxis Games, 2005
- Civilization IV: Beyond the Sword manual (Steam-hosted PDF), 2K Games and Firaxis Games, 2007
- Civilization IV Walkthrough (Doug Radcliffe), GameSpot, Jan 18, 2006
- Civilization IV: Beyond the Sword Impressions - First Look, New Factions, Espionage, End Game (Jason Ocampo), GameSpot, May 25, 2007
- Civilization IV: Beyond the Sword Hands-On - Espionage, Corporations, and More (Jason Ocampo), GameSpot, Jun 26, 2007
- Civilization IV: Beyond the Sword Review (Andrew Park), GameSpot, Jul 25, 2007
- Civilization IV Review (Steve Butts), IGN, Oct 21, 2005
- Civilization IV: Beyond the Sword Review (Steve Butts), IGN, Jul 26, 2007
Photos
See also
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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. -
Victory ConditionsCivilization 4 has six ways to win: Conquest (eliminate every rival), Domination (two-thirds of the land and 25% more people than any rival), Cultural (three cities with Legendary culture), Space Race (reach Alpha Centauri), Diplomatic (win the United Nations vote) and Time (the highest score when the last turn ends, usually 2050 AD). -
National Wonders and ProjectsIn 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. -
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. -
ResourcesCivilization 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. -
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.