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Technologies

Civilization 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.

Civilization 4 has 86 technologies in the base game by Firaxis's own count (against 81 in Civilization 3), from Fishing at a cost of 40 to Fusion and Future Tech at 6,000 each, and Beyond the Sword adds six more: Advanced Flight, Aesthetics, Laser, Military Science, Stealth and Superconductors. Every technology unlocks something: a unit, a building, a worker action, a civic, a wonder, a trade option or, for seven of them, a religion. The game's own manual is vaguer and says "over 80", and GameSpot's guide lists 84 of them with their costs; the table at the end of this page gives all of them.

3D view of a dense city of tall gray buildings with an aqueduct, a fire burning at a factory beside it, rail lines across farm fields, grain silos and a white wind turbine in the foreground.
Gameplay from the Steam store page: an industrial city with factories and smokestacks, farmland with silos, railroads and a wind turbine. Firaxis Games and 2K

Quick facts

Technologies 86 in the base game (the manual says "over 80")
Added by Beyond the Sword 6: Advanced Flight, Aesthetics, Laser, Military Science, Stealth, Superconductors
Cheapest Fishing, 40 (version 1.00)
Most expensive Fusion and Future Tech, 6,000 each (version 1.00)
Starting techs Two per civilization
Tech tree screen F6, the Technology Advisor
Tech trading Needs Alphabet (base manual, p. 102)
Religions founded by techs 7
Quotes read by Leonard Nimoy

How research works

Research is paid for with commerce: the slider on the main screen turns a share of every city's commerce into research and the rest into gold (and, after Drama, culture), and only city commerce can become research, never gold from huts, pillage or trade missions, per the Civilization 4 manual, pp. 26 and 67. The manual's worked example: a city with 30 commerce at 80% science, a Library and one Scientist makes (24 + 3) x 1.25 = 33.75 research a turn and 6 gold (p. 157). Libraries, Monasteries, specialists and civics such as Representation and Free Religion all add to it.

Each civilization starts with two techs of its own (the Leaders page lists them), and techs also come from tribal villages, from trading with other leaders and from research (base manual, p. 65). Some come free: the Oracle grants one when it is built, the first civilization to discover Music receives a Great Artist (base manual, p. 91), the first to discover Liberalism receives a free technology (GameSpot's guide), and a Great Person can be spent to discover a tech, usually one in its own field.

Switching research costs nothing. Partial progress on a tech is kept when you change to another, though it slowly decays if left too long, per the manual, pp. 66-67. Choosing a far-off tech on the tree (F6) queues its prerequisites along the fastest path automatically.

The tree has no eras that gate it. Soren Johnson's design notes in the manual's afterword (p. 180) explain that Civilization 4 dropped Civilization 3's separate eras and added "or" prerequisites, so that "you only need Guilds OR Education to research Gunpowder", and GameSpot's 2005 review noted that "different technologies aren't tied to specific epochs anymore" (GameSpot, Oct 26, 2005). That is why two games rarely follow the same path.

Costs rise with difficulty. The manual lists costlier techs among the handicaps of higher difficulty levels (pp. 166-167), and game speed changes how many turns research takes; the costs on this page are the base values GameSpot listed for version 1.00 (see Difficulty Levels and Game Setup).

Techs that found religions

Seven technologies found a religion for the first civilization to discover them, in one of its cities: Meditation (Buddhism), Polytheism (Hinduism), Monotheism (Judaism), Theology (Christianity), Code of Laws (Confucianism), Philosophy (Taoism) and Divine Right (Islam), per the manual, pp. 81-82. Religions covers what a religion does. GameSpot's guide called Buddhism "the easiest to found on the technology tree" and advised players aiming for early religions to pick a leader who starts with Mysticism (GameSpot, Jan 18, 2006).

Key techs and what they unlock

Early techs decide what your land can do. Agriculture, Mining, Fishing, Hunting, Mysticism and The Wheel need nothing first (manual, pp. 69-71); Pottery brings the Cottage and Granary, Bronze Working lets Workers chop forests, reveals copper and enables the Slavery civic, Masonry brings quarries and the Pyramids, and Writing brings Open Borders and the Library (GameSpot's guide). Slavery and Chopping and Cottages and Specialists explain why those three matter so much.

Most Civics arrive with a technology. Monarchy brings Hereditary Rule, Code of Laws the Caste System, Feudalism Vassalage and Serfdom, Civil Service Bureaucracy, Banking Mercantilism, Liberalism Free Speech and Free Religion, Democracy Universal Suffrage and Emancipation, and Communism State Property, per GameSpot's guide; the Pyramids unlock every Government civic regardless.

Diplomacy is gated by techs too. Alphabet allows tech trading, Paper map trading, Currency gold trading, Military Tradition Defensive Pacts, and Communism or Fascism Permanent Alliances (GameSpot's guide); see Diplomacy.

Trade and movement change with Sailing (coastal trade), Astronomy (ocean trade), Currency and Corporation (+1 trade route per city each), Engineering (+1 road movement), Steam Power (Workers 50% faster) and Railroad (railroads), all as GameSpot lists them. In Beyond the Sword, railroads need access to coal or oil (Beyond the Sword manual, p. 46), and trade along rivers needs Sailing (p. 25).

Some techs end old advantages. Calendar obsoletes the Obelisk and Stonehenge, Scientific Method the Great Library and the Monastery, Steam Power the Hagia Sophia, and Fiber Optics the Kremlin in GameSpot's 1.00 table, so research also decides when a wonder stops working.

Future Tech is the last entry. GameSpot's table gives it +1 happiness and +1 commerce in all cities and a cost of 6,000; the sources read for this page do not say how many times it can be researched.

Tech trading

Trading techs needs Alphabet known by at least one of the two leaders, per the base manual (p. 102). A technology is an "immediate" trade item, so it can be swapped for other immediate items (gold, maps, other techs, peace, cities) but not for "annual" ones such as resources or gold per turn.

GameSpot's guide warned that the AI leaders "aren't swindled": they usually offer lesser techs for more advanced ones, and a military tech you give away can come back at you when that rival declares war a few turns later (GameSpot, Jan 18, 2006). The final Beyond the Sword patch, 3.19 (Jun 11, 2009), also "Fixed a bug in AI war declaration in exchange for technologies".

Choosing a tech path

No single path is best. GameSpot's guide said research choices "depend on the situation": research Masonry early when stone is near, for quarries and faster wonders; Bronze Working early to chop forests; Archery, Horseback Riding and Bronze Working for an early army; and the religious techs from a Mysticism start for a religious game (GameSpot, Jan 18, 2006). Johnson's own aim, in the manual's afterword, was a tree where different games take different paths.

Paths that players name, such as the "Oracle slingshot" or the "Liberalism race", are community terms; no official or press source read for this viki explains them, so this page does not describe them as rules; Early Game Strategy covers the openings the sources describe.

Leonard Nimoy and the tech quotes

Every new technology comes with a quotation read aloud. Leonard Nimoy narrates "at the beginning of every new game and each time you research a new technology", and GameSpot listed him among the game's good points in its Oct 26, 2005 review. The manual credits him as Narrator.

The tech tree was also sold as a poster. The Windows Gold Edition, which bundled Civilization 4 and Warlords and reached stores on Jul 17, 2007, came with a behind-the-scenes DVD and two posters, one of them the tech tree.

Changes in patches and expansions

Patch 1.61 (2006) made Horseback Riding a classical tech, gave forest chops +50% with Mathematics, moved the map-centering effect from Astronomy to Calendar and rebalanced tech prices, per the Warlords manual, p. 103, so GameSpot's 1.00 costs below are the launch values.

Beyond the Sword added six techs and moved others, per the Beyond the Sword manual, pp. 25 and 44-46:

  • Aesthetics, an early tech, is now needed for Drama and Literature, for the Parthenon and for several other wonders.
  • Fiber Optics needs Laser or Computers; Robotics no longer needs Plastics directly; Computers needs Plastics.
  • The Laboratory needs Superconductors, the Military Academy and the Grenadier need Military Science, Cavalry also needs Rifling, and the Trireme needs Metal Casting.
  • Stables go obsolete with Advanced Flight; Monuments, Obelisks and Stonehenge with Astronomy.
  • Espionage opens with Writing (see Espionage), and corporations need the Corporation tech plus one more (see Corporations).

The Beyond the Sword manual does not print the new costs; it points to the in-game Civilopedia and tech tree.

All technologies (version 1.00)

Base costs, prerequisites and unlocks as GameSpot's guide lists them for the game as shipped. "A and B or C" means A plus one of B or C. Beyond the Sword's six techs and its moved prerequisites are listed in the section above.

Tech Cost Needs Gives
Fishing 40 Nothing Work water tiles; create fishing boats; Work Boat
Hunting not listed Nothing Scout, Spearman, camps (cost not in GameSpot's table)
Mining 50 Nothing Build a mine
Mysticism 50 Nothing Obelisk, Stonehenge
Agriculture 60 Nothing Build a farm
Archery 60 Hunting Archer, Skirmisher, Longbowman, Crossbowman, Cho-Ko-Nu, Horse Archer, Keshik, Camel Archer
Priesthood 60 Meditation or Polytheism Temple; Oracle
The Wheel 60 Nothing Build a road; Chariot, War Chariot, Immortal
Masonry 80 Mining or Mysticism Build a quarry; Wall, Aqueduct, The Pyramids, The Great Lighthouse
Meditation 80 Mysticism First to discover founds Buddhism; Monastery
Pottery 80 The Wheel and Agriculture or Fishing Build a cottage; Granary
Animal Husbandry 100 Hunting or Agriculture Build a pasture
Polytheism 100 Mysticism First to discover founds Hinduism; The Parthenon
Sailing 100 Fishing Enables trade on coast; Galley, Lighthouse
Bronze Working 120 Mining Chop down a forest; reveals copper; enables Slavery; Axeman
Monotheism 120 Masonry and Polytheism Enables Organized Religion; first to discover founds Judaism
Writing 120 Priesthood, Animal Husbandry, or Pottery Enables open borders; Library
Iron Working 200 Bronze Working Remove jungle; reveals iron; Swordsman, Jaguar, Praetorian
Literature 200 Polytheism and Alphabet Heroic Epic, National Epic, The Great Library
Horseback Riding 250 Animal Husbandry Horse Archer, Keshik, Knight, Camel Archer, Conquistador, Cavalry, Cossack
Mathematics 250 Writing Build a fort; Aqueduct, The Hanging Gardens
Alphabet 300 Writing Enables technology trading
Drama 300 Alphabet Adjust culture rate; "Theatre", "Globe Theatre"
Monarchy 300 Priesthood or Monotheism Build a winery; enables Hereditary Rule
Calendar 350 Sailing and Mathematics Obsoletes Obelisk, Stonehenge; centers world map; build a plantation
Code of Laws 350 Writing and Priesthood or Currency Enables Caste System; first to discover founds Confucianism; Courthouse, Chichen Itza
Construction 350 Masonry and Mathematics Enables bridge building; War Elephant, Catapult, Colosseum
Metal Casting 350 Pottery and Bronze Working Build a workshop; Forge, The Colossus
Compass 400 Sailing and Iron Working Explorer, Harbor
Currency 400 Mathematics +1 trade route per city; enables gold trading via Diplomacy; Market, Grocer
Theology 500 Writing and Monotheism Enables Theocracy; first to discover founds Christianity; The Sistine Chapel
Music 600 Mathematics and Literature or Drama First to discover gets a Great Artist (base manual); Notre Dame, religious cathedrals
Optics 600 Compass and Machinery +1 sight across water; create whaling boats; Caravel
Paper 600 Theology or Civil Service Enables map trading
Banking 700 Currency and Guilds Enables Mercantilism; Bank
Feudalism 700 Writing and Monarchy Enables Vassalage and Serfdom; Longbowman
Machinery 700 Metal Casting Build a windmill and watermill; Maceman, Samurai, Crossbowman, Cho-Ko-Nu
Civil Service 800 Code of Laws or Feudalism Farms spread irrigation; enables Bureaucracy; Maceman and Samurai
Philosophy 800 Meditation and Code of Laws or Drama Enables Pacifism; first to discover founds Taoism; Angkor Wat
Engineering 900 Machinery and Construction +1 road movement; Pikeman, Castle, The Hagia Sophia
Guilds 900 Feudalism and Machinery Workshop +1 production; Knight, Camel Archer, Conquistador, Grocer
Divine Right 1000 Theology and Monarchy First to discover founds Islam; Versailles, The Spiral Minaret
Economics 1000 Banking and Education Enables Free Market
Gunpowder 1000 Guilds or Education Musketman, Musketeer, Cavalry, Cossack
Liberalism 1200 Philosophy and Education First to discover gets a free technology; enables Free Speech and Free Religion
Printing Press 1200 Machinery and Paper Village +1 commerce; Town +1 commerce
Corporation 1400 Constitution and Economics Obsoletes The Great Lighthouse; +1 trade route per city; Wall Street
Rifling 1400 Gunpowder and Replaceable Parts Obsoletes Chichen Itza; Rifleman, Redcoat, Infantry, Marine, Navy SEAL, Mechanized Infantry, Tank, Panzer
Astronomy 1600 Calendar and Optics Obsoletes the Colossus and enables trade on ocean; Galleon, Frigate, and Observatory
Nationalism 1600 Civil Service and Divine Right or Philosophy Enables Nationhood; Hermitage, The Taj Mahal
Replaceable Parts 1600 Banking and Printing Press Build a lumbermill; Windmill +1 production
Fascism 1800 Nationalism and Assembly Line Enables permanent alliances; enables Police State; Mount Rushmore
Military Tradition 1800 Music and Nationalism Enables defensive pacts; Cavalry, Cossack, West Point
Scientific Method 1800 Printing Press and Chemistry or Astronomy Obsoletes The Great Library and Monastery; reveals oil
Steam Power 1800 Chemistry and Replaceable Parts Obsoletes the Hagia Sophia; workers build improvements 50% faster; reveals coal; Ironclad
Artillery 2000 Physics, Steel, and Rifling Artillery
Chemistry 2000 Engineering and Gunpowder Obsoletes the Parthenon; Workshop +1 production; Grenadier, Frigate
Communism 2000 Liberalism and Scientific Method Enables permanent alliances; enables State Property; Spy, Scotland Yard, The Kremlin
Constitution 2000 Code of Laws and Nationalism Enables Representation; Jail
Biology 2200 Chemistry and Scientific Method Build farms without irrigation; Farm +1 food
Democracy 2200 Printing Press and Constitution Enables Universal Suffrage, Emancipation; Statue of Liberty
Railroad 2200 Steam Power and Steel Build a railroad; Machine Gun
Combustion 2400 Railroad Obsoletes whale; build a well; Transport, Destroyer, Submarine
Physics 2400 Astronomy and Scientific Method Reveals uranium
Steel 2400 Iron Working and Chemistry Cannon, Ironclad, Drydock, Ironworks
Assembly Line 2600 Corporation and Steam Power Infantry, Factory, Coal Plant, and Pentagon
Medicine 2600 Optics and Biology Hospital, Red Cross
Electricity 2800 Physics Windmill +1 commerce; Watermill +2 commerce; Bunker, Bomb Shelter, Broadway
Mass Media 2800 Radio Broadcast Tower, Hollywood, The United Nations
Refrigeration 2800 Biology and Electricity +1 extra moves for water units; Supermarket
Flight 3000 Physics and Combustion Gunship, Carrier, Fighter, Jet Fighter, Bomber, Stealth Bomber, Airport
Industrialism 3000 Electricity and Assembly Line Obsoletes Ivory; reveals aluminum; Marine, Navy SEAL, Tank, Panzer, Battleship
Radio 3000 Electricity Submarine, Bomber, The Eiffel Tower, Rock 'n' Roll
Ecology 3500 Biology and Plastics or Fission Scrub fallout; enables Environmentalism; Recycling Center, SS Life Support
Fission 3500 Electricity ICBM, Nuclear Plant, The Manhattan Project
Satellites 3500 Radio and Rocketry Reveals world map; SDI, SS Thrusters
Plastics 4000 Combustion and Industrialism Obsoletes fur; create offshore platform; Hydro Plant and The Three Gorges Dam
Computers 4500 Radio Obsoletes Angkor Wat, The Spiral Minaret; Modern Armor, Laboratory
Rocketry 4500 Rifling and Flight or Artillery SAM Infantry, Gunship, ICBM, Apollo Program, SS Casing
Composites 5000 Plastics and Satellites Modern Armor, Jet Fighter, Stealth Bomber
Robotics 5000 Plastics and Computers Mechanized Infantry, Stealth Bomber, The Space Elevator, SS Docking Bay
Fiber Optics 5500 Computers and Plastics or Satellites Obsoletes the Kremlin; Internet, SS Cockpit
Genetics 5500 Refrigeration and Computers +3 happiness in all cities; SS Stasis Chamber
Fusion 6000 Fission and Fiber Optics SS Engine
Future Tech 6000 Composites and Genetics +1 happiness in all cities; +1 commerce in all cities
Education not listed Not in GameSpot's table Oxford University (GameSpot's wonder table); leads to Gunpowder, Liberalism, Economics

Source: GameSpot: Civilization IV Walkthrough, Research and Technologies table, Jan 18, 2006 (its table omits Hunting and Education; two of its typos, "Wiring" and "Eduction", are corrected here). Hunting, Music's Great Artist: Civilization 4 manual, pp. 69 and 91.

Frequently asked questions

How many techs are in Civ 4? Civilization 4 has 86 technologies in the base game by Firaxis's count, and the Beyond the Sword expansion adds six: Advanced Flight, Aesthetics, Laser, Military Science, Stealth and Superconductors.

What is the first tech to research in Civ 4? Civilization 4 has no single best first tech: GameSpot's guide advises picking by the land and resources around your cities, such as Bronze Working to chop forests, Masonry near stone, or a religious tech like Meditation when your leader starts with Mysticism.

How do you trade technologies in Civ 4? In Civilization 4, one of the two leaders must know Alphabet, and then technologies can be swapped in the diplomacy screen for other immediate items such as gold, maps, other techs or cities.

What does Future Tech do in Civ 4? In Civilization 4, Future Tech costs 6,000 in the shipped game and gives +1 happiness and +1 commerce in all cities, per GameSpot's guide.

Who reads the technology quotes in Civ 4? Leonard Nimoy reads Civilization 4's technology quotes, one each time you discover a tech, and narrates the start of every game.

Which techs found religions in Civ 4? In Civilization 4, Meditation founds Buddhism, Polytheism Hinduism, Monotheism Judaism, Theology Christianity, Code of Laws Confucianism, Philosophy Taoism and Divine Right Islam, each for the first civilization to discover it.

Does switching research lose progress in Civ 4? No: Civilization 4 keeps the research already put into a tech when you switch, though the manual says that progress slowly decays if left too long.

Sources

Photos

3D view of a dense city of tall gray buildings with an aqueduct, a fire burning at a factory beside it, rail lines across farm fields, grain silos and a white wind turbine in the foreground.

See also

About this page

Last updated Oct 21, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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