I haven't seen one of these for a while !
Anyway please be gentle.
Civilization 4 Features
Tribes
There are no distinct tribes
The people and architecture adopt the look of their initial climate and their advances
Names are based on an initial language selection
Head of state represented on map until republic/democracy, consequences for death
More optional advances
Barbarians are one city tribes which may turn into players if left alone (nomads?)
Tribe type bonus when a number of optional bonuses of that type are researched
Example
Tribe becomes agricultural when 3? optional agricultural advances are researched. Advances must be researched, not traded.
Resources
Many more strategic resources tied to troop types and city improvements
Special square resources require optional advances, cow requires husbandry etc.
Build bonus for a city, for a particular construction, if the resource is in the city radius
Many more resources, but limits on how many cities may build using a resource
Resources available, for a price, by sending trader to enemy city, only war can stop it
Cities
All the population of the city have a role (they are all specialists)
Certain buildings permit the appointment of specialists
Cities can/must build multiple things at once by assigning workers
Only so many builders can work on a project at the same time
The buildings themselves dont give a bonus, the specialists do
Military units use population points
Buildings must be placed on a city grid, cost/space dependant on terrain type
(3x3? 4x4? squares within main squares permit this)
Housing must be built for population increase, or an immigrant is created
Unhappiness may also create migrants, who may leave the city
migrants have a mind of their own
migrants may join an enemy city, found a new city, or revolt as a militia troop type
Military
Combat still on main window
Units built into armies of multiple figures.
(3x3? 4x4? squares within main squares permit this)
Military units must be under the control of a leader/general
The better the leader/general and military research, the further away they can be 0-3?
Better generals may therefore outflank weaker generals
Unit may be forced to retreat by combat results
If a unit is forced out of the control of a general it flees back to its home city
Cities may defended by militia/conscripts (citizens)
Weapons and tactics are researched, not troop types
Missile troops provide fire support but have weak melee
Tactics research allows formation control, mixed type units
Troop facing matters. Flank and rear attacks are more effective
Scouts, Raiders and Militia type troops do not need generals, but cannot capture cities
Non-Army Raiders may only be set to harass based from a target square not roam freely
Scouts, Raiders and Militia may be attached to armies/generals
Militia may operate only within a short distance of cities, or castles/fortresses
Regular troop types only allowed in clear terrain, hill, or on a road square
Special troop types are available based on availability of resources and research
Example
Celtic Warrior requires : Dye (Woad) and iron resources; two handed fighting and sword advances, temple and barracks in city, and 1 population point and northern start.
Other
More landmarks
Places of natural beauty generating tourism in later ages, if they are not mined etc.
Battlefields marked with memorials
Great wonders visible on main map
Hills may be forested, jungle, tundra, or desert as well as being hills.
Generally speaking, there will be fewer cities requiring more management.
Rivers and bridges more significant for combat and borders.
More small wonders based on resource combinations.
Great wonders benefits cannot be pre-determined.
Example
You build a Great Temple and get a partially random, temple type, great wonder from that age, that is affected by tribe type bonus (if any), location and resources, and that has not already been built. Same for Monuments and Exploration wonders. Later ages introduce Industrial, Social and Educational great wonders.
Anyway please be gentle.
Civilization 4 Features
Tribes
There are no distinct tribes
The people and architecture adopt the look of their initial climate and their advances
Names are based on an initial language selection
Head of state represented on map until republic/democracy, consequences for death
More optional advances
Barbarians are one city tribes which may turn into players if left alone (nomads?)
Tribe type bonus when a number of optional bonuses of that type are researched
Example
Tribe becomes agricultural when 3? optional agricultural advances are researched. Advances must be researched, not traded.
Resources
Many more strategic resources tied to troop types and city improvements
Special square resources require optional advances, cow requires husbandry etc.
Build bonus for a city, for a particular construction, if the resource is in the city radius
Many more resources, but limits on how many cities may build using a resource
Resources available, for a price, by sending trader to enemy city, only war can stop it
Cities
All the population of the city have a role (they are all specialists)
Certain buildings permit the appointment of specialists
Cities can/must build multiple things at once by assigning workers
Only so many builders can work on a project at the same time
The buildings themselves dont give a bonus, the specialists do
Military units use population points
Buildings must be placed on a city grid, cost/space dependant on terrain type
(3x3? 4x4? squares within main squares permit this)
Housing must be built for population increase, or an immigrant is created
Unhappiness may also create migrants, who may leave the city
migrants have a mind of their own
migrants may join an enemy city, found a new city, or revolt as a militia troop type
Military
Combat still on main window
Units built into armies of multiple figures.
(3x3? 4x4? squares within main squares permit this)
Military units must be under the control of a leader/general
The better the leader/general and military research, the further away they can be 0-3?
Better generals may therefore outflank weaker generals
Unit may be forced to retreat by combat results
If a unit is forced out of the control of a general it flees back to its home city
Cities may defended by militia/conscripts (citizens)
Weapons and tactics are researched, not troop types
Missile troops provide fire support but have weak melee
Tactics research allows formation control, mixed type units
Troop facing matters. Flank and rear attacks are more effective
Scouts, Raiders and Militia type troops do not need generals, but cannot capture cities
Non-Army Raiders may only be set to harass based from a target square not roam freely
Scouts, Raiders and Militia may be attached to armies/generals
Militia may operate only within a short distance of cities, or castles/fortresses
Regular troop types only allowed in clear terrain, hill, or on a road square
Special troop types are available based on availability of resources and research
Example
Celtic Warrior requires : Dye (Woad) and iron resources; two handed fighting and sword advances, temple and barracks in city, and 1 population point and northern start.
Other
More landmarks
Places of natural beauty generating tourism in later ages, if they are not mined etc.
Battlefields marked with memorials
Great wonders visible on main map
Hills may be forested, jungle, tundra, or desert as well as being hills.
Generally speaking, there will be fewer cities requiring more management.
Rivers and bridges more significant for combat and borders.
More small wonders based on resource combinations.
Great wonders benefits cannot be pre-determined.
Example
You build a Great Temple and get a partially random, temple type, great wonder from that age, that is affected by tribe type bonus (if any), location and resources, and that has not already been built. Same for Monuments and Exploration wonders. Later ages introduce Industrial, Social and Educational great wonders.