Civilization IV: Map Scripts Guide

Map List

Featured Maps:

Advanced Maps:


Foreword

Civilization IV brings you an unprecedented selection of map options. However, everything good also comes at a cost. In this case, the cost is that there are so many options, you almost need a guide to help you find the map situations that appeal to you, especially for multiplayer.

This document is intended to help guide you.

First, a few rules of thumb.

  1. We recommend you try a map on its default settings first. These are intended to give the best overall experience. This will also help you to better understand what the options actually do (by being able to compare alternative settings against the default.)
  2. The featured maps will show you graphics of what to expect if you choose Play Now.
  3. In single player, it should be OK to try any map on any settings and play it blind. For multiplayer, however, if you want specific results, we recommend taking the time to familiarize yourself with the maps and settings so that you understand what to expect when you play.
  4. The map sizes are not uniform from one map script to the next. We have aimed at keeping the number of viable cities even from map to map, but on oceanic maps, a large portion of the map is water and more or less lost to use. All-land maps can squeeze cities in to every nook and corner, so their map dimensions are smaller. A couple of maps (noted below) are larger or smaller than normal and break even this trend.
  5. We are not responsible for user-made maps. We welcome them, but refer you to any documentation accompanying them (written by the map’s author(s)) for information about them.

What follows ia a list of all settings for each map and what they do. After that, a more general set of descriptions and recommendations.

Map Settings – Technical Info – Listed Alphabetically

NOTE: Due to the large number of images, only some of the map scripts have sample images shown on the page. To see the sample image for other map scripts, simply click the name of the map script. This will open the sample image in a new window.

ArchipelagoArchipelago

Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size

Reduced Peaks: Peaks will only appear inland, never along the coast
Coastal Start: All players guaranteed to start along the coast

LANDMASS TYPE – Choose the size and style of the landmasses

  • "Random" – Randomly picks one of the options.
  • "Snaky Continents" – Similar to Civ3’s "Archipelago" setting, with small, snaky continents.
  • "Archipelago" – DEFAULT – Produces more and smaller landmasses, all islands.
  • "Tiny Islands" – Produces very tiny islands, scattered evenly all over the map. Rarely
    will these islands be able to support more than a single city, if that.

Balanced

Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size

Balanced Strategics: This map script will ensure that all players have the key strategic
resources within four plots of their starting location.

Continents

Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size

Custom ContinentsCustom Continents

Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size

NUMBER OF CONTINENTS: – Choose the number of continents.

  • "Random" – DEFAULT – Chooses from 2 to 6, weighted to number of civs in the game.
    The more civs playing, the more likely to be given a higher number.
  • "One Per Team" – Creates one "fair" continent per team and puts all team members there.
  • "2" – Two major continents (without regard to number of civs).
  • "3" – Three major continents (without regard to number of civs).
  • "4" – Four major continents (without regard to number of civs).
  • "5" – Five major continents (without regard to number of civs).
  • "6" – Six major continents (without regard to number of civs).

Fantasy Realm

NOTE: This map type is not shipping with the initial release of Civ4. It will be available later.

Fantastical Map: World Wrap at all map seams (top edge wraps to bottom, left edge to right)
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Sea Level: "Sea Level" setting will slightly increase or decrease the lake sizes
Oddball Climate: Hot and cold terrain types mix all over the place, defying common sense

RESOURCE APPEARANCE – Choose where and how bonus resources will appear.

  • "Logical" – Places resources in the normal way (Bananas in the jungle, etc).
  • "Irrational" – DEFAULT – Places resources anywhere except where they normally appear.
  • "Crazy" – Eliminates eight resources, chosen randomly, and causes four resources to
    appear in crazy amounts all over the entire map.

Great PlainsGreat Plains

Regional Map: No world wrap
Cramped Map: 44 plots wide, 32 plots tall, at "Standard" map size
Natural Climate: Simulates the real-world climate of the depicted region (more or less).

Highlands

Regional Map: No world wrap
Large Land-Heavy Map: 64 plots wide, 40 plots tall, at "Standard" map size
Regional Climate: Ranging from Snowy to Tropical. Can be north or south of equator!

MOUNTAIN PATTERN – Choose how the mountains will be distributed across the map

  • "Random" – Randomly picks one of the options.
  • "Scattered" – Mountains will be spread widely, sprinkled all over the place.
  • "Ridgelines" – DEFAULT – Mountains will tend to run in small lines or narrow groups.
  • "Clustered" – Mountains will tend to cluster more, leaving wider valleys.

MOUNTAIN DENSITY – Choose how many peaks and hills will appear.

  • "Random" – Randomly picks one of the options.
  • "Dense Peaks" – More mountains than normal (tons and tons of them!)
  • "Normal Peaks" – DEFAULT
  • "Thin Peaks" – Fewer peaks (and hills) than normal.

WATER SETTING – Choose the size and amount of bodies of water.

  • "Random" – Randomly picks one of the options.
  • "Small Lakes" – DEFAULT – Only 5% of the terrain will be water, all tiny lakes.
  • "Large Lakes" – 10% of the map will be water, mostly lakes.
  • "Seas" – 15% of the map will be water, mostly salt-water seas.

HubHub

Regional Map: No world wrap
Large Land-Heavy Map: 64 plots wide, 40 plots tall, at "Standard" map size

Polar Climate: Icy at the map’s center, warmer in the surrounding regions.
Balanced Landmasses: Each player gets their own subcontinent, roughly equal in quality.
Spokes: Landbridges connect each player area to the map’s center region.

AREAS PER PLAYER – Choose whether there will be "extra", uninhabited buffer zones.

  • "Random" – Randomly picks one of the options.
  • "1 Per Player" – DEFAULT – One subcontinent per player, regions may be close together!
  • "2 (10 Players Max)" – Adds extra uninhabited regions, but this can only be done for up to ten
    civs. If more than ten civs are included, then you get 1 per player.

LAND SHAPE – Choose the roughness of the shoreline for player areas.

  • "Random" – DEFAULT – Randomly picks one of the options.
  • "Natural" – Player areas will have spidery peninsulas, maybe small islands too.
  • "Pressed" – Player areas will have some variance, maybe a peninsula or two.
  • "Solid" – Player areas will have smooth shorelines and be more densely packed.

NEUTRAL TERRITORY – Choose the roughness of the shoreline for neutral/uninhabited areas.

  • "Random" – DEFAULT – Randomly picks one of the options.
  • "Varied" – Differs from one neutral zone to another, within the same game!
  • "Pressed" – Neutral areas will have some variance, maybe a peninsula or two.
  • "Natural" – Neutral areas will have spidery peninsulas, maybe small islands too.
  • "Islands" – Neutral areas will contain numerous small and tiny islands.

ISTHMUS WIDTH – Choose the width of the "spokes" that connect each area to the center.

  • "Random" – Randomly picks one of the options.
  • "1 Plot Wide" – Spokes will be one plot wide. (Can build cities here to act as canals.)
  • "2 Plots Wide" – DEFAULT – Spokes will be two plots wide. Some canals may be possible.
  • "3 Plots Wide" – Spokes will be three plots wide. Canals are unlikely or impossible.

Ice Age

Global Map: World Wrap left to right
Oceanic Map: 84 plots wide at "Standard" map size
Glaciation: 36 plots tall at "Standard" map size

Bitter Cold: Only the equatorial region is still temperate. Little jungle, some forest.
Very Low Sea Level: Much of the oceans are now locked in ice. Where the land is still habitable
there is more of it to inhabit now. This makes for a unique Civ experience.

LANDMASS TYPE – Choose the size and number of landmasses

  • "Random" – DEFAULT – Weighted random roll that favors Islands and Narrow Continents
    but is capable of giving you any of the landmass options.
  • "Wide Continents" – Will give you one to three large continents.
  • "Narrow Continents" – Can vary in number of continents, but they tend to be narrow and snaky.
  • "Islands" – Large islands, mostly, perhaps some will snake together and combine.
  • "Small Islands" – Small islands and rarely anything you could call a continent.

Inland SeaInland Sea

Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Balanced Start Plots: Civs are evenly spaced around the "hub" that is the inland sea

Temperate: Almost no rain forests or cold terrain at "Temperate" Climate.

Islands

Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size

Balanced Terrain: Each player starts with their own "large island", roughly equivalent
Coastal Start: All players guaranteed to start along the coast

NUMBER OF LARGE ISLANDS – Choose whether there will be minimum large islands, or extras.

  • "Random" – Randomly picks one of the options.
  • "1 Per Player" – DEFAULT – Each player has their own large island. No extras.
  • "Extras" – One or more "extra" islands. Players are put on the best islands,
    leaving the lowest quality "large" islands as uninhabited.
  • "Several Extras" – More extras. (Still less than two large islands per player, though!)

NUMBER OF TINY ISLANDS – Tiny islands act as "water bridges" that open coastal-water pathways.

  • "Random" – Randomly picks one of the options.
  • "No Tiny Islands" – No extra tiny islands. Large islands will be isolated until Astronomy!
  • "Few Tiny Islands" – Not many! Maybe some crossings from island to island, but unreliable.
  • "Various Tiny Islands" DEFAULT – Enough tiny islands to ensure some early crossings.
  • "Many Tiny Islands" – Plenty of crossings, almost like "Archipelago with Large Islands too".

LakesLakes

Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Sea Level: "Sea Level" setting will slightly increase or decrease the lake sizes

Maze

Global Map: World Wrap left to right
Nonstandard-Size Map: 56 plots wide, 32 plots talls, at "Standard" map size
Nonstandard-Variance: "Tiny" map size is very wide. Grid sizes are unusual across the board.

Reduced Peaks: Peaks will only appear inland, never along the coast

MAZE WIDTH – Choose the width of both land and water "segments"

  • "Random" – Randomly picks one of the options.
  • "1 Plot Wide"
  • "2 Plots Wide"
  • "3 Plots Wide" – DEFAULT
  • "4 Plots Wide"
  • "5 Plots Wide"

MirrorsMirror

Regional Map: No world wrap

Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Mirrored Terrain: Half a map is created, then mirrorized to the other half.
Land-or-Sea "Small Lakes" option is a land-heavy option. The others are not!
Reduced Peaks No peaks along the coast for Archipelago or Tiny Islands settings only.

MIRROR TYPE – Choose the manner in which the terrain will be "mirrorized".

  • "Random" – Randomly picks one of the options.
  • "Reflection" – DEFAULT – "X Coordinate" flipping of terrain data.
  • "Inversion" – "X Coordinate" and also "Y Coordinate" flipping of terrain data.
  • "Copy" – No flipping. An exact copy of one half is produced on the other half.
  • "Opposite" – "Y Coordinate" flipping of terrain data.

TEAM SETTING – When playing a team game, choose where teammates will start.

  • "Start Together" – DEFAULT – For two teams, teammates will start in the same half.
    • For three teams, each team gets a "quarter" of the map and starts there. One quarter of the map will be left empty!
    • For four teams, each team gets a quarter of the map.
    • For five or more teams, starts will be scattered, teammates grouped.
  • "Start Separated" – For two teams, every other teammate will be put on the opposite half!
    • For three or four teams, each teammate is put in different "quarter".
    • For five or more teams, starts will be scattered randomly.
  • "Start Anywhere" – For all team counts, starts are scattered and anybody can be anywhere!

LANDMASS TYPE – Choose the type of land you want to play on.

  • "Small Lakes" – DEFAULT – Land-heavy, just like a "Lakes" map would be.
  • "Wide Continents" – Oceanic, puts a mini-pangaea on each half of the map.
  • "Snaky Continents" – Oceanic, puts a continent with snaky arms on each half.
  • "Archipelago" – Oceanic, puts archipelago-style islands on each side.
  • "Tiny Islands" – Oceanic, puts archipelago-style TINY islands on each side.
  • "Varied" – "Weighted Random" – 50% Small Lakes, and 50% some type of Oceanic.

Oasis

Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Neutral Zone: Nobody ever starts in the desert region in the middle of the map.
Teams Alternate: Lowest team number starts in the south, next in the north, etc.

Assymetrical: The south gets more arable land but fewer resources.
Nile-Style Rivers: There are always four rivers, running randomly from south to north.

Resources Anywhere: Cow, Coal, Copper, Uranium
Southern Resources: Dye, Fur, Gems, Silk (rare!), Sugar, Banana, Deer, Pig, Rice
Northern Resources: Horses, Marble, Fur, Silver, Spices, Wine, Sheep, Wheat, and seafoods.
Oasis-Region: Aluminum, Corn (abundant!), Iron, Oil, Stone, Gold, Incense, Ivory

In Single Player: You will always start in the south, unless you use the Advanced options
and swap your team number with the first AI listed (or similar action).

PangaeaPangaea

Global Map: World Wrap left to right
Small Oceanic Map: 64 plots wide, 40 plots tall, at "Standard" map size

We got rid of some of the "useless" extra ocean for this map type.

1v1 Coastal Start: If there are only two civs in the game, both will start on the coast.
Team Coastal Start: If playing a team game (at least two players per team, on average) all
players belonging to all the teams will start along the coast.
"Free For All" Start: In all other cases, civs may start anywhere, including deep inland!

"True" Pangaea In Civ3, Pangaea maps often ended up producing more than one major land
mass. Halting this issue was one of my personal pet projects, to produce
a reliable pangaea that would always deliver the real deal: one land! It
may be possible for a very rare failure, but in hundreds of test games
the closest it came to failure was two large areas connected by a choke
point that was only one plot wide. Close call! But still a pangaea!

"Natural" terrain I also made a point of allowing for more varied terrain, including some
small islands off the coast every now and then.

SHORELINE – This setting chooses the level of "natural" terrain effects.

  • "Random" – DEFAULT – 40% chance of "Natural", 30% "Pressed", 30% "Solid".
  • "Natural" – Creates a solid core, then adds four to seven "subcontinental" regions
    which can vary in shape and size, or even be a small island chain. These
    often reach out in to the sea, forming snaky peninsulas or occupying
    a "corner" of the main continent with a fat, unpredictable protrusion.
  • "Pressed" – Creates a solid core, then adds two to four "larger" subcontinents. This
    setting also shifts more to the north or south, at random.
  • "Solid" – Nothing but the solid core, larger and with smoother shorelines.

Ring

Regional Map: No world wrap
Large Land-Heavy Map: 64 plots wide, 40 plots tall, at "Standard" map size

Polar Climate: Icy at the map’s center, warmer in the surrounding regions.
Balanced Landmasses: Each player gets their own subcontinent, roughly equal in quality.
Ring: Landbridges connect each player area to adjacent regions.

AREAS PER PLAYER – Choose whether there will be "extra", uninhabited buffer zones.

  • "1 Per Player" – DEFAULT – One subcontinent per player, regions may be close together!
  • "2 (10 Players Max)" – Adds extra uninhabited regions, but this can only be done for up to ten
    civs. If more than ten civs are included, then you get 1 per player.

LAND SHAPE – Choose the roughness of the shoreline for player areas.

  • "Random" – DEFAULT – Randomly picks one of the options.
  • "Natural" – Player areas will have spidery peninsulas, maybe small islands too.
  • "Pressed" – Player areas will have some variance, maybe a peninsula or two.
  • "Solid" – Player areas will have smooth shorelines and be more densely packed.

NEUTRAL TERRITORY – Choose the roughness of the shoreline for neutral/uninhabited areas.

  • "Random" – DEFAULT – Randomly picks one of the options.
  • "Varied" – Differs from one neutral zone to another, within the same game!
  • "Pressed" – Neutral areas will have some variance, maybe a peninsula or two.
  • "Natural" – Neutral areas will have spidery peninsulas, maybe small islands too.
  • "Islands" – Neutral areas will contain numerous small and tiny islands.

ISTHMUS WIDTH – Choose the width of the "ring" that connects all regions.

  • "Random" – Randomly picks one of the options.
  • "1 Plot Wide" – Ring will be one plot wide. (Can build cities here to act as canals.)
  • "2 Plots Wide" – DEFAULT – Ring will be two plots wide. Canals are almost never possible.
  • "3 Plots Wide" – Ring will be three plots wide. Forget the canals!

Team BattlegroundTeam Battleground

Regional Map: No world wrap
Ultra-Small Map: This map is our smallest map script, meant to give MP players an arena
in which to play "deathmatch" style, for ladder play or team play!

Varied Dimensions: Top vs Bottom and Four Corners settings are square maps. Left vs Right
is normal/rectangular. All settings are ultra tiny and cramped!
Square Maps: TvB and 4C are square: both are 32 x 32 plots at "Standard" map size
Rectangular Maps: LvR is rectangular, being 40 plots wide and 24 plots tall at "Standard"
Friendly Climate: To reduce dud zones, dud maps and dead regions, the polar areas have
been shrunken, and the amount of desert was significantly reduced.

TEAM PLACEMENT – Each of the three "Team Placements" offers a different strategic bent.

  • "Top vs Bottom" – DEFAULT – All-land map akin to a "Lakes" map, with a desert at center.
  • "Left vs Right" – The two halves are split by an ocean! Sometimes you can cross early.
  • "Four Corners" – Each "quadrant" is guarded by water, except at the very center, where
    there is a single X-shaped land bridge connecting all sectors.

TEAM SETTING – When playing a team game, choose where teammates will start.

  • "Start Together" – DEFAULT – For two teams, if playing TvB or LvR, teammates will start
    in the same half. For 4C, each team gets assigned a "Quadrant" at
    random. You never know where the enemy may start!

    • For three teams, each team gets a "quarter" of the map and starts
      there. One quarter of the map will be left empty!
    • For four teams, each team gets a quarter of the map.
    • For five or more teams, starts will be scattered, teammates grouped.
  • "Start Separated" – For two teams, TvB or LvR, every other teammate will be put on the
    opposite half! For 4C, each teammate will be put in a different quad!

    • For three or four teams, each teammate is put in a different quad.
    • For five or more teams, starts will be scattered randomly.
  • "Start Anywhere" – For all team counts, starts are scattered and anybody can be anywhere!

Terra

Global Map: World Wrap left to right
Huge Oceanic Map: 104 plots wide, 64 plots tall, at "Standard" map size
Bigger than Civ3!!! Terra maps are BIGGER THAN equivalent Civ3 maps of the same sizes!

Simulates Earth: Randomly generated landmasses that roughly simulate Earth’s continents!
Old World Start: All civs start in the "Old World", equivalent to Asia-Europe-Africa

New World: The "New World", equivalent of the Americas, will have to be discovered
Third World: Some small landmasses or island chains may be reachable from Old World

Tilted Axis

Sideways Map: World Wrap top to bottom. Equator and poles run top to bottom, too
Square Map: 64 plots wide, 64 plots tall, at "Standard" map size

LANDMASS SIZE – Choose land mass sizes, from pangaea-like to tiny islands.

  • "Random" – DEFAULT – Randomly picks one of the options.
  • "Massive Continents" – Like Civ3’s Pangaea. (That is, it’s not ALWAYS one continent!)
  • "Normal Continents" – Like Civ3’s Continents.
  • "Small Continents" – Like Civ3’s Archipelago (or Civ4’s on "Snaky Continents" setting)
  • "Islands" – Like Civ4’s Archipelago.
  • "Tiny Islands" – Like Civ4’s Archipelago (on "Tiny Islands" setting).

WheelWheel

Regional Map: No world wrap
Large Land-Heavy Map: 64 plots wide, 40 plots tall, at "Standard" map size
Polar Climate: Icy at the map’s center, warmer in the surrounding regions.
Balanced Landmasses: Each player gets their own subcontinent, roughly equal in quality.

Spokes: Landbridges connect each player area to the map’s center region.
Ring: Landbridges connect each player area to adjacent regions.

AREAS PER PLAYER – Choose whether there will be "extra", uninhabited buffer zones.

  • "Random" – Randomly picks one of the options.
  • "1 Per Player" – DEFAULT – One subcontinent per player, regions may be close together!
  • "2 (10 Players Max)" – Adds extra uninhabited regions, but this can only be done for up to ten
    civs. If more than ten civs are included, then you get 1 per player.

LAND SHAPE – Choose the roughness of the shoreline for player areas.

  • "Random" – DEFAULT – Randomly picks one of the options.
  • "Natural" – Player areas will have spidery peninsulas, maybe small islands too.
  • "Pressed" – Player areas will have some variance, maybe a peninsula or two.
  • "Solid" – Player areas will have smooth shorelines and be more densely packed.

RING WIDTH – Choose the width of the "ring" that connects all regions.

  • "Random" – Randomly picks one of the options.
  • "1 Plot Wide" – Ring will be one plot wide. (Can build cities here to act as canals.)
  • "2 Plots Wide" – DEFAULT – Ring will be two plots wide. Canals are almost never possible.
  • "3 Plots Wide" – Ring will be three plots wide. Forget the canals!

SPOKE WIDTH – Choose the width of the "spokes" that connect each area to the center.

  • "Random" – Randomly picks one of the options.
  • "1 Plot Wide" – Spokes will be one plot wide. (Can build cities here to act as canals.)
  • "2 Plots Wide" – DEFAULT – Spokes will be two plots wide. Some canals may be possible.
  • "3 Plots Wide" – Spokes will be three plots wide. Canals are unlikely or impossible.

Warning to Single Players!

All of the maps can be played in single or multi player, at your discretion. However, some maps are specifically aimed at the multiplayer side of the game.

Balanced

This script guarantees the key strategic resources are near all civs, knocking out the "risk" to certain civs who require resources for their Unique Units.

Mirror

This script is aimed at 1v1 or two-teams play. It’s a wild thing to play in single player!

Hub, Ring, and Wheel

These scripts are completely artificial, intended to supply balanced environments for MP action.

Team Battleground

The name says it all! This is a "deathmatch" map for multiplayer, aimed at quick, brutal gaming.

Warning to Multiplayer Players!

All of the maps can be played in single or multi player, at your discretion. However, some maps are specifically aimed at the single player game, while one or two require some additional warnings.

Continents

Soren has described this map as the "anti-MP" map. It is our most random, least predictable map. Of all the maps in the game, this one is the least well-suited map for multiplayer games involving teams. It is also the default map for single player. The behavior is nearly identical to Civ3’s "Continents" map setting, creating a random number, size and shape of continents. Civs will start on the largest/richest of these and usually have multiple civs on any large continents.

Terra

This is the largest map script in our core group shipping with the initial game. I know some folks on the Civ3 forums caught wind of the notion that Large and Huge map sizes would be a little bit smaller than comparable maps in Civ3, but it just isn’t true for this map type. Terra is gargantuan, and in fact, like the Earth Map scenarios, it may not perform well on older or slower machines.

Terra produces earth-like worlds. There is one large continent where all players begin. This is equivalent to Asia, Europe, Africa and the East Indies all rolled in to one, but it is produced randomly and will vary to a significant extent. A second continent akin to the Americas is lost out in the fog and will not be reachable until ships can safely cross long ocean distances. There will tend to be some smaller landmasses akin to Australia or Antarctica that may or may not be reachable prior to oceanic shipping.

Soren thinks this would be the ideal PBEM/Pitboss map and he may be right. At the very least, though, it is not a likely candidate for normal use in MP, being slower in almost every measurable way!

Custom Continents

If you choose "One Per Team" setting, this map is akin to a "team version" of Islands and is very friendly to multiplayer gaming. Any other setting will tend to produce incongruous starts! This is a map chiefly aimed at the single player crowd! Use anything but "One Per Team" at your own risk.

Maze

This is a novelty map. If it’s not your cup of tea, don’t complain. Just move on to something else!

Mirror

This map is aimed specifically at 1v1 games or two-teams games. Four-teams is also relatively playable, but if you use it for anything else, expect some incongruous starting situations! Also please be aware of the dramatic difference between the land-only setting ("Small Lakes") and the oceanic settings!

Afterword

I hope you find this resource useful. This is an eleventh-hour reference guide written in English and not able to be translated for the initial release. Sorry about that! However, I kept on working on adding more maps or improving our existing maps literally right up to the deadline for new content.

It is my hope that generous and capable fans will translate this in to the other languages and make it readily available to non-English speakers.

I hope you enjoy Civ4, and that you get the most out of the map selections and offerings.

— Bob Thomas (aka Sirian) – October 6, 2005

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