Civ4 Beyond the Swrod

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    TABLE OF

    CONTENTSChapt er 1

    IN THE BEGINNING 5

    Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    System Requirem ents. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    Installation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

    Starting a G am e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    The Civi li zation IV W eb Site. . . . . . . . . . . . . . . . . . . . . . . 9

    Chapt er 2

    NEW STUFF 10Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

    Leader Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

    The G reat G eneral. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    Espionage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    A dvanced Start. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

    C orporations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

    A ir C om bat and Prom otions. . . . . . . . . . . . . . . . . . . . . 23

    O verseas M aintenance and C olonies. . . . . . . . . . . . . . 23

    Im proved Siege C om bat . . . . . . . . . . . . . . . . . . . . . . . . 24

    N aval Trade Routes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24N ew Technologies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

    N ew U nits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

    N ew Prom otions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

    N ew Buildings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

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    N ew W onders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

    N ew Im provem ent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

    N ew Leaders for Existing C ivilizations. . . . . . . . . . . . . 28

    N ew C ivilizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

    Chapt er 3

    NEW SCENARIOS 31

    Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

    H ow to Launch a Scenario . . . . . . . . . . . . . . . . . . . . . . 33Scenarios O verview . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

    Chapt er 4

    MAIN GAME UPDATES 43

    Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

    G etting and Installing the U pdates. . . . . . . . . . . . . . . . 44

    W hat's Been U pdated . . . . . . . . . . . . . . . . . . . . . . . . . . 44

     APPENDIX  48

    K eyboard C om m ands. . . . . . . . . . . . . . . . . . . . . . . . . . . 49

    C redits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

    W arranty and License A greem ent. . . . . . . . . . . . . . . . . 59

    Product Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

    Register w ith U s! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

    C opyright Inform ation . . . . . . . . . . . . . . . . . . . . . . . . . . 66

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    Chapter 1

    IN THE

    BEGINNING

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    INTRODUCTION

    Welcome to Beyond the Sword! W elcom e to the Beyond the Sword expansion pack for Sid 

    M eier’s Civi li zation IV ! Beyond the Sword (BtS) expands the

    w orld ofCivi li zation IV ,adding new gam e concepts,new civ-

    ilizations, new leaders, new buildings and new units, plus

    som e exciting new scenarios.The BtS installation disk also

    includes all of the updates to the originalCivi li zation IV gam e

    code through this product's release date. C heck the

    Civi li zation IV w eb site for any m ore recent updates (seebelow ).

    Important: Please note that you need to have Sid M eier’s 

    Civi li zation IV installed on your com puter to use this product.

    BtS cannot be played w ithoutCivi li zation IV .See later in this

    chapter for inform ation on installing this expansion pack.You

    do not, how ever, need to have the previous Civi li zation IV 

    expansion pack –Civi lization IV Warlords –installed to playBtS .(W arlords is pretty cool,though: you m ight w ant to check

    it out.)

    This Manual This m anual describes the m aterial included in BtS .It is bro-

    ken into four chapters and an appendix.You don't need to

    read this m anual before enjoyingBtS 

    : experiencedCivilization IV players are encouraged to jum p right in and start playing;

    you can refer to this m anual if you run into som ething you

    don't quite understand.

    N ote that the in-gam e “C ivilopedia”contains in-depth infor-

    m ation on all of the stuff provided in this product; you should

    check it out if you need m ore details on a particular subject

    than this m anual provides.See below for details.

    Chapter 1: IN THE BEGINNINGThat is the introductory section you're reading right now .

    Chapter 2: NEW STUFF This chapter describes the new civilizations,leaders,buildings

    and units included in BtS .

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    Chapter 3: NEW SCENARIOSThis chapter describes the new scenarios provided in BtS .

    Chapter 4: MAIN GAME UPDATESC hapter four details the new rules and rules changes m ade toCivi lization IV in previous updates (patches) and in this package.

     APPENDIX This contains keyboard com m ands,follow ed by credits,w ar-

    ranty inform ation,tech support contact num bers,and the fun

    copyright inform ation.

    The CivilopediaW hen you installBtS ,the Civi li zation IV C ivilopedia w ill be

    updated to provide com prehensive inform ation on the new

    stuff provided in this package.W e urge you to check it out as

    necessary.

    N ote that each gam e scenario com es w ith its ow n C ivilopedia

    describing all of the m aterial provided in that scenario.If an

    item is scenario-specific and doesn't appear in the m ain

    gam e,it w ill only be listed in the scenario's C ivilopedia,not in

    the m ain gam e's C ivilopedia.

    You can get to the C ivilopedia from the gam e’s m ain m enu.

    O r,once in a gam e,click on the question m ark (?) sym bol in

    the upper right-hand corner of the m ap screen to open the

    C ivilopedia.

    SYSTEM REQUIREMENTS

    The system requirem ents forBtS are identical to those forSid 

    M eier’s Civi li zation IV .

    Sid Meier's Civilization IV You need a copy ofSid M eier’s Civi li zation IV installed on your

    com puter to use BtS .

    Minimum System Requirements1.2G H z Intel Pentium 4 or A M D A thlon processor

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    or equivalent

    256 M B RA M

    64 M B video card w ith hardw are T& L (G eForce 2,Radeon

    7500 or better)D irectX 7 com patible sound card

    C D -RO M drive

    1.7 G B of free hard drive space

    D irectX 9.0c (included)

    Recommended SystemRequirements1.8G H z Intel Pentium 4 or A M D A thlon processor

    or equivalent (or better)

    512 M B RA M

    128 M B video card w ith D irectX 8 support (pixel and vertex

    shaders)

    D irectX 7 com patible sound card

    C D -RO M drive

    1.7 G B of free hard drive space

    D irectX 9.0c (included)

    Supported Operating SystemsW indow s 2000 (plus Service Pack 1 or higher),W indow s XP

    H om e or Professional (plus Service Pack 1 or higher),

    W indow s Vista.

    INSTALLATION

    Insert the Sid M eier’s Civi li zation IV :Beyond the Sword C D -

    RO M disc into your drive. O n the setup screen, [click]“Express Install”for a default installation w ithout further

    prom pting.A dvanced users can choose “C ustom Install”to

    custom ize the installation path.

    The expansion pack w ill not install unless the com puter

    already contains a copy ofSid M eier’s Civi li zation IV .

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    AN IMPORTANT N OTE REGARDING GRAPHICSAND SOUND AND HAVING THE BESTPOSSIBLE EXPERIENCE

    Sid M eier’s Civi lization IV: Beyond the Sword uses som e of the

    m ost advanced rendering techniques available today for specialeffects and to achieve real-tim e perform ance for a great gam e

    playing experience.The gam e w as developed and tested on

    N VID IA ® G eForce FX,6 Series,7 Series,and 8 Series graphics

    cards and the intended experience can be m ore fully realized

    on N VID IA G eForce 8 Series graphics hardw are.O n a G eForce

    8 series card you w ill be able to turn on all of the N VID IA spe-

    cial effect features at higher resolutions in the gam e.EA X ® A D VA N C ED H D   provides realistic sonic effects to

    accurately sim ulate the sound properties of different acoustic

    environm ents in Civi lization IV: Beyond the Sword .The EA X ®

    A D VA N C ED H D   acoustic m odels are dynam ically updated

    as you m ove around in the gam e experience.O nly Sound

    Blaster® X-Fi series sound card w ould be able to deliver

    great audio experience w ith EA X®

    A D VA N C ED H D .

    STARTING A GAME

    The process of starting a gam e rem ains unchanged from

    Civi li zation IV .H ow ever,a new option has been added to the

    Single Player M enu –“Beyond the Sword C ontent.”C lick on

    this if you w ant to play one of the scenarios provided in this

    product.See C hapter Three for m ore details on BtS scenarios.

    THE CIVILIZATION IV WEB SITE WWW.CIVIV.COM

    The Civi li zation IV w eb site contains new s and inform ationabout Civi li zation IV and BtS .It also provides links to fansites

    and places w here you can hook up w ith other players for

    online gam es ofCivi li zation IV .The site is constantly updated

    and w ell w orth a look.

    You can find it atwww.CivIV.com.

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    Chapter 2

    NEW STUFF

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    INTRODUCTION

    Beyond the Sword brings a lot of cool new stuff to Civilization 

    IV .It also includes som e new stuff added in the previously-

    released expansion pack Civi li zation IV :Warlords .The new

    additions are described briefly in this chapter; for a com plete

    list of changes,see the “Beyond the Sword Concepts ”section in

    the C ivilopedia.

    LEADER TRAITS

    Som e new traits w ere introduced in W arlords,and these have

    been included in this package as w ell.In addition,one exist-

    ing trait has been changed to im prove play-balance.A num -

    ber of leaders' traits have been altered to accom m odate these

    changes; check the C ivilopedia to see w hich traits each leader

    now possesses.

    New Traits from WarlordsCHARISMATIC

    Effect: +1 happiness per city; +1 happiness from M onum ents

    and Broadcast Tow ers; and -25% xps required for U nit

    Prom otions.

    IMPERIALISTIC

    Effect: G reat G enerals em erge tw ice as fast as usual; +50%production of Settlers.

    PROTECTIVE

    Effect: Free C ity G arrison I and D rill I prom otions for A rchery

    and G unpow der units.D ouble production speed for w alls and

    castles.

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    Changed Trait EXPANSIVE

    Effect: +2 health per city; 25% faster production of W orkers;

    double production speed of G ranary and H arbor

    (In the W arlords package,the Expansive trait allow ed players

    to produce W orkers 50% faster.)

    THE GREAT GENERAL

    The G reat G eneral unit w as introduced in W arlords.This unit

    appears w hen your units have accrued enough experience

    points through battle. (You can track your points on the

    M ilitary A dvisor screen [F5].) You m ay “attach”the G reat

    G eneral to a unit,giving that unit and others in the sam e tile

    20 experience points split evenly betw een them .O r the G reat

    G eneral can join a city as a G reat M ilitary Instructor,or you

    m ay expend the G eneral to construct the M ilitary A cadem y.

    See the C ivilopedia for details.

    ESPIONAGE

    This new system expands your ability to engage in potent

    “cloak and dagger”operations against your opponents.

    Through espionage you can destroy enem y im provem ents,

    incite rebellion in their cities,and even steal their cutting-edge technology.They can do the sam e to you,of course,so it

    m ay be a good idea for you to engage in counter-espionage

    operations,as w ell.

    Espionage is pow erful –but it's also expensive.You'll need to

    divert funds from your com m erce incom e to pay for it,and

    that w ill lim it the am ount of m oney you can invest in technol-

    ogy research,cultural expansion,purchasing unit upgrades,and so forth.To be successful you'll need to balance these

    com peting interests so that they best serve your style of play.

    The follow ing sections describe the Espionage system .See

    the C ivilopedia for m ore details.

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    Espionage PointsEspionage becom es available once you have discovered

    W riting.A t that point the “Espionage Slider”appears on the

    upper-left corner of the M ain Screen,below the R esearch and

    C ulture sliders.You m ay then adjust this slider to divert som e

    of your incom e to espionage (this w ill reduce the am ount

    available to spend on Research and C ulture),w hich w ill give

    you “Espionage Points”each turn.N ote that certain buildings

    and w onders w ill give you Espionage Points at no cost to your

    treasury.

    ESPIONAGE POINTS

    GAINED PER TURN

    ESPIONAGE SLIDER

    CLICK ON THE ESPIONAGE BUTTON

    TO GO TO THE ESPIONAGE SCREEN

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    You expend these points on the “Espionage Screen.”

    Espionage ScreenThe Espionage Screen is divided into tw o m ain sections.The left-

    hand panel lets you apportion your Espionage points am ong the

    civilizations you encounter,w hile the right side show s the avail-able m issions and their cost (in Espionage Points).

     Espionage Point s A ssignm ent PanelA t start,all of your Espionage Points are evenly divided am ong

    all of the civilizations you have encountered.You can adjust

    this on the left-hand side of the Espionage Screen (by clicking

    on the “+”or “-”sym bols next to an opponent's portrait.).

    By increasing the “W eight”item next to an opponent's por-trait, you increase the portion of your Espionage Points

    incom e you w ould like to assign to that opponent.Increasing

    one opponent's w eight to “1”and leaving another's at “0”w ill

    give all Espionage Points earned each turn to the first.

    Increasing one opponent's w eight to “2”w hile keeping tw o

    other opponents' w eight at “1”and another's at “0”w ill give

    the first opponent tw ice as m any points as the second andthird,w hile the fourth w ill receive none.A nd so forth.(See

    the C ivilopedia for m ore details.)

    The “EP”num ber next to the w eight assignm ent tells you how

    m any points you already have invested in that opponent.

    Below that is a percentage num ber that show s the cost adjust-

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    m ent to Espionage M issions you w ish to carry out against this

    opponent. This num ber is the Espionage Point bonus or

    penalty you receive w hen perform ing m issions against the

    selected opponent and is based on the num ber of points you

    have invested in that opponent over the course of the gam e.If the num ber is below 100% that m eans you have m ore

    Espionage Points invested in your opponent than he has in

    you,and your m issions m ay be perform ed at a discount.If the

    num ber is greater than 100% ,it m eans your opponent has

    m ore Espionage Points on you than you have on him ,increas-

    ing the cost of your Espionage M issions directed tow ards that

    opponent.The m iddle item on the list states exactly how m any

    Espionage Points you earn per turn tow ards that opponent.

     M ission A ssignm ent PanelO n the right half of the screen is the list of all the Espionage

    M issions and their costs.C lick on the portrait of the opponent

    w ho you w ish to engage in espionage against,and a list of

    that opponent's visible cities w ill appear.C lick on a city to see

    the cost of perform ing m issions against that city.

    M ission costs vary according to a num ber of factors,including

    the size of the city,its distance from your civilization,religions

    present and current era.If the cost of a M ission is not show n,

    the M ission requires m ore inform ation to determ ine the exact

    cost.(G enerally,such m issions require that a Spy be in the

    targeted square,and the Spy's exact location determ ines the

    final cost.)

    Espionage M ission costs increase as the gam e progresses.

    SpiesSpies m ay be built by a civilization that has researched

    W riting.Spies are invisible except to other spies.Spies m ay

    enter unexplored territory and territory controlled by any civ-

    ilization.Spies begin play w ith the “C om m ando”Prom otion,

    allow ing them to use enem y roads.

    If in an appropriate space,a spy m ay perform one Espionage

    M ission (see below ) per turn.The longer a spy rem ains sta-

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    tionary in a tile,the cheaper Espionage m issions perform ed

    against that tile w ill be.

    Spy units cannot be killed norm ally.Rather,w hen they are

    revealed by other spies,they can no longer perform Espionage

    M issions,effectively curtailing their use.pies can also be killed

    using the "K ill Spy" M ission (see below ).You can keep spies

    out of your territory by em ploying the “Spies C annot Enter

    O ur Borders”Passive M ission.

    MissionsTo perform an Espionage M ission,a Spy m ust begin its turn

    in the target city or tile. C lick on the Spy's “EspionageM ission”action button. The “C hoose M ission”m enu w ill

    appear displaying the M issions available in that location.

    C lick on an entry to have the spy perform the desired M ission.

    The Spy is consum ed after the m ission.

    The Espionage M issions are:

    Sabotage Improvement:D estroy an enem y im provem ent or

    route.

    Sabotage Building: D estroy a building w ithin an enem y city.

    Steal Treasury: Steal a portion of your opponent's treasury,

    betw een 10 and 100% .

    Spread Culture: Increase your culture in a city.

    Poison Water: Tem porarily increase the am ount of unhealth-

    iness w ithin an enem y city.

    Foment Unhappiness: Tem porarily increase unhappiness

    w ithin an enem y city.

    Support City Revolt: Send a city into revolt for one turn.

    This reduces enem y defenses,but not enem y borders.

    Steal Technology: Steal a technology from an opponent.

    Influence Civics: Sw itch an opponent's civics to one that

    you have adopted.

    Influence Religion: Sw itch an opponent's state eligion to

    your state religion.

    Perform Coun terespionage: D oubles cost of enem y espi-

    onage m issions for ten turns.

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    Kill Spy: K ills all spies w ithin your spy's visibility.C an only

    be perform ed w ithin your ow n borders.

    Passive MissionsPassive M issions can be perform ed against an opponent byaccum ulating the requisite level of Espionage Points against

    them .The level of points needed to activate these m issions

    increase as your enem ies accrue m ore of their ow n

    Espionage Points,so check the Espionage Screen often to

    m ake sure you're not lagging behind.

    The Passive M issions are:

    Can See Demograph ics: A llow s you to see enem y dem o-graphics on the Info Screen [F9]

    Can See Research: A llow s you to see w hat your opponent is

    researching and how m any turns they have until com pletion

    City Visibility: Enem y cities are added to your visibility

    Investigate City:You m ay view enem y city screens by dou-

    ble clicking on their citiesSpies Cann ot Enter Our Borders: Spies from the

    C ivilization against w hich you have gathered sufficient

    points cannot enter your borders

    PERFORM MISSION ACTION

    BUTTON

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    Spy SpecialistsSpy specialists function like all other specialists and give a

    bonus to Espionage output and increase the chance of a G reat

    Spy appearing in a city.The C ourthouse, Jail, IntelligenceA gency,Security Bureau,and K rem lin allow the assignm ent

    of Spy specialists in a city.

    Great SpiesG reat Spies are a new class of G reat People.The chance of a

    G reat Spy appearing depends upon the buildings in the city,

    as w ell as the num ber of Spy Specialists there.

    G reat Spies are invisible to all other units,including enem y

    spies and G reat Spies.G reat Spies can explore rival territory,

    and they w ill give you a m assive Espionage Point bonus

    against a civilization if you expend the Spy in their city.G reat

    Spies m ay also join a city as super specialists,increasing the

    city's science and espionage output; or they m ay construct the

    Scotland Yard national w onder in a city,adding a significant

    bonus to that city's Espionage production.

    EVENTS

    Random events have been introduced in Beyond the Sword .

    These m ay occur to anyone at any point in the gam e.Events

    m ay have beneficial effects or they m ay be catastrophic.Som e

    are autom atic; others allow you to choose how you w ish torespond to them .

    It is still possible to play a gam e of C ivilization w ithout ran-

    dom events.C heck the “N o Random Events”option available

    on the single player “C ustom G am e”screen or the m ultiplay-

    er “O ptions”screen to turn off random events.

    A list of your active quests can be found on the Log Screen

    [C TRL + TA B].

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     ADVANCED START

    This new m echanism allow s you to begin a gam e of

    Civi li zation IV w ith civilizations that are a bit further along

    than usual.If you choose this option you begin the gam e w ith

    a portion of the m ap visible,and a certain am ount of gold to

    spend.You can use that gold to purchase cities and population

    and culture for your cities,as w ell as buildings,units,and

    im provem ents. You m ay also purchase technologies and

    increased visibility.Building and unit availability depend upon

    the era of the gam e you're playing as w ell as the technologies

    and im provem ents you have purchased,w hile your starting

    gold depends upon gam e difficulty.You m ay alter the am ountof gold you receive on the C ustom G am e m enu.

    O nce the gam e begins,players w ill not be able to attack their

    opponent for ten turns but aside from this you can pretty

    m uch do as you like. Build one pow erful m etropolis or a

    bunch of lesser cities.C reate a huge arm y or a m inor m ilitia.

    Just rem em ber that once the gam e begins you'll have to pay

    m aintenance for all the cool stuff you've purchased.To play an A dvanced Start gam e,go to the “C ustom G am e”

    option under the Single Player gam e m enu.The A dvanced

    Start checkbox is listed under “G am e O ptions.”It is also avail-

    able in the M ulti-Player gam e setup screen.

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    CORPORATIONS

    C orporations are entities that produce a great deal of gold or

    a com m odity for a city w ith access to the proper resources,but

    in return they incur a significant m aintenance cost.W hen

    used correctly they can m ake your civilization w ealthy beyond

    com pare; but w hen used injudiciously they can cause you a

    great deal of trouble.

    Founding a CorporationThere are a num ber of requirem ents that m ust be fulfilled

    before you can found a C orporation.A ll C orporations requirethe “C orporations”technology plus one additional tech

    (w hich varies from corporation to corporation). O nce you

    have researched the prerequisite tech,you m ust then m ove a

    G reat Person into a city that has access to one or m ore of the

    resources the C orporation requires.You can then expend the

    G reat Person to found the C orporation's “C orporate

    H eadquarters.”The specific G reat Person required also variesaccording to the C orporation.

    Corporate Benefits and HindrancesO nce a C orporation is constructed,it incurs a m aintenance

    cost,but in return it provides a bonus of som e kind –addi-

    tional culture,food,research,gold or production to all citiesw ith that C orporation, perhaps, or access to a different

    resource (for exam ple,A lum inum C o.requires coal and pro-

    vides the alum inum resource).

    In addition, the ow ner of the C orporate H eadquarters

    receives a gold bonus for each city in w hich that C orporation

    is present (sim ilar to the w ay that a Shrine provides a gold

    bonus for each city that has its religion).

    Spreading a CorporationO nce a C orporation is constructed in a city,that city m ay pro-

    duce C orporate Executives.C orporate Executives are sim ilar

    to M issionaries.By building a C orporate Executive,you m ay

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    expand the influence of a C orporation to other cities.

    It costs a certain am ount of gold for a C orporate Executive to

    spread a C orporation to a new city,and the price is higher if

    the target is a foreign city.You m ay only spread a C orporation

    to cities w hich have one or m ore of the resources the

    C orporation requires.In return for spreading a C orporation,

    you receive five gold per city w ith your corporation in it.In

    addition,the target city w ill receive all of the benefits/penal-

    ties of the corporation.

    The C orporate Executive is consum ed w hen it spreads a cor-

    poration to a city.

    Competing CorporationsW hile you are allow ed to have m ultiple corporations in a city,

    you cannot have tw o corporations that consum e the sam e

    resource in the sam e city.Placing the second corporation w ill

    rem ove the first. (N ote that this significantly increases the

    placem ent cost.) A C orporation cannot be spread to a city

    w ith a com peting C orporate H eadquarters.

    Blocking CorporationsYou m ay block new foreign C orporations from entering your

    city by adopting the M ercantilism C ivic.You can render all

    C orporations in your cities inoperative by adopting the State

    Property C ivic –how ever,the corporations w ill return once

    you change civics again.

    Corporation List ALUMINUM CO .

    Resource Required: C oal

    Great Person Required : G reat Scientist

    Techs Required: C orporations and A dvanced FlightBenefit: Produces A lum inum resource, +2 Production per

    required resource available.

    CEREAL MILLS

    Resources Requ ired: W heat,C orn or Rice

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    Great Person Required : G reat M erchant

    Techs Required: C orporations and Refrigeration

    Benefit: +.75 Food per required resource available.

    CIVILIZED JEWELERS

    Resources Requ ired: G old,Silver or G em s

    Great Person Required : G reat A rtist

    Techs Required: C orporations and M ass M edia

    Benefit: +1 G old,+3 C ulture per required resource available.

    CREATIVE CONSTRUCTIONSResources Requ ired: Iron,C opper,M arble,A lum inum

    or Stone

    Great Person Required : G reat Engineer

    Techs Required: C orporations and C om bustion

    Benefit: +.5 Production per required resource available.

    MINING INC.

    Resources Required: C oal,Iron,C opper,G old,G em s or Silver

    Great Person Required : G reat Engineer

    Techs Required: C orporations and Railroad

    Benefit: +1 G old per required resource available.

    SID'S SUSHI COResources Requ ired: C rab,C lam ,Fish or Rice

    Great Person Required : G reat M erchant

    Techs Required: C orporations and M edicine

    Benefit: +.5 Food per required resource available.

    STAND ARD ETHAN OLResources Requ ired: C orn,Sugar or Rice

    Great Person Requ ired: G reat Scientist

    Techs Required: C orporations and Plastics

    Benefit: Produces O il resource; +2 R esearch per required

    resource available.

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     AIR COMBAT ANDPROMOTIONS

    A ir units assigned to the “Interception”M ission w ill nowdefend against attacks from air units in the sam e m anner as

    land-based units.W hen tw o units engage in air com bat,the

    battle continues until one of the units is defeated or w ith-

    draw s. Thus air com bat has three possible outcom es: the

    attacker is destroyed,defender is destroyed,or both units are

    w ounded and w ithdraw .

    Further,like ground units,defending air units can now alsoprotect against m ultiple attacks in the sam e round.Fighters

    and Jet Fighters m ake the finest defenders,as they both have

    a 100% interception rate w hile at full health.

     Air Combat PromotionsThe changes to air com bat provide an opportunity for air units

    to gain experience and thus prom otions.A ir units can now get

    the C om bat, Pinch, and A m bush prom otions available to

    other units; additionally there are three new prom otions

    available:

    Interception: Increases the chance of intercepting enem y air-

    craft.SA M Infantry,M obile SA M and M echanized Infantry

    can also receive this prom otion.

    Range: Increase the unit's range.Ace: Increase the unit's evasion chance.

    OVERSEAS MAINTENANCE AND COLONIES

    C ity m aintenance now takes into account a fourth factor

    (beyond the num ber of cities in your civilization,corporationspresent,and their distance from the capital).This new “O verseas

    M aintenance”cost kicks in only for cities on overseas continents

    that do not contain your capital.W hen the num ber of cities on

    that distant continent reaches a certain level,their m aintenance

    costs w ill begin to outw eigh their production.

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    To deal w ith this expense,players m ay turn the cities on an

    overseas continent into a “C olony.”By granting those cities

    C olony status,they w ill im m ediately break off into their ow n,

    distinct civilization and becom e a vassal of the player.This of

    course has a num ber of im portant diplom atic,production andm ilitary consequences; see the C ivilopedia entry (“C olonies”

    w hich is found under the C ivilopedia m ain m enu entry

    “Beyond the Sword C oncepts”) for details.

    IMPROVED SIEGE COMBAT

    Siege U nits have been tw eaked significantly in BtS to aid playbalance.Siege U nits now have a “M axim um D am age”lim it.

    W hen a Siege U nit attacks,it m ay cause dam age up to its

    dam age lim it before w ithdraw ing.N o unit w ith health below

    a Siege U nit's dam age lim it can be attacked by a Siege U nit.

    D efending Siege U nits m ay still destroy attacking units.

    In addition,som e M ounted and H elicopter U nits now receive

    a “Flank A ttack”against Siege U nits.W hen attacking a stackof units containing Siege U nits,these special M ounted U nits

    w ill dam age any Siege U nits in that stack so long as the

    M ounted U nit survives com bat.This m eans that a M ounted

    U nit w ith the Flank A ttack ability w hich retreats from com bat

    w ill still dam age Siege U nits.

    NAVAL TRADE ROUTESYou can now use your naval units to blockade and even plun-

    der enem y trade routes.D oing so can have a m ajor im pact on

    your foe's econom y,so control of the seas is m ore vital than

    ever.See the C ivilopedia for details.

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    River Trade RoutesThe rules for tracing trade routes along rivers have been

    altered slightly.You m ust now know the Sailing technology to

    be able to trace trade routes along rivers.

    NEW TECHNOLOGIES

    Several new technologies have been added in this package.In

    addition, som e existing technologies have been m oved or

    altered slightly to accom m odate these new techs (and to

    im prove play-balance).C heck the in-gam e C ivilopedia and

    Tech Tree for specifics.

    Advan ced Flight

    Aesthetics

    Laser

    Military Science

    Stealth

    Superconductors

    NEW UNITS

    The follow ing units are accessible to all civilizations.(The new

    civs have their ow n unique new units as w ell; see below .)

    Airship

    Anti-Tank Infan try

    Attack Submarine

    Cuirassier

    Great Spy

    Gu ided M issileMissile Cruiser

    Mobile Artillery

    Mob ile SAM

    Paratrooper

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    Privateer

    Ship of the Line

    Stealth Destroyer

    Tactical Nuke

    Corporate ExecutivesEach C orporation has its ow n “Executives”w hich can be used

    to spread that corporation to other cities (see above).

    NEW PROMOTIONS

    In BtS several new prom otions have been created for air units;

    see above for details.In addition,one new ground-unit pro-

    m otion has been added.

    Woodsman III: + 2 First Strikes,+ 50% A ttack in Jungle,

    + 50% A ttack in Forest

    NEW BUILDINGS

    Beyond the Sword has added a num ber of buildings that can be

    used by all civilizations:

    Customs House

    Ind ustrial Park 

    In telligence AgencyLevee

    Public Transportation

    Security Bureau

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    Civilization-Specific BuildingsThis change,first introduced in W arlords,provides each civi-

    lization w ith its ow n unique building w hich replaces an exist-

    ing building. Each unique building gives its civ a specialadvantage during play.

    For exam ple,the Persians build an “A pothecary”instead of a

    G rocer.The A pothecary provides an additional +2 health in

    the city in w hich it is constructed,w hile the G rocer doesn’t.

    The A pothecary can only be constructed by the Persians; oth-

    ers m ust content them selves w ith the less-potent G rocer.

    You can find a civilization’s unique building in its C ivilopediaentry.

    NEW WONDERS

    H ere’s a list of the new W onders in this package:

    Apostolic Palace*

    Cristo Reden tor

    Mau soleum of Maussollos

    Moai Statues

    National Park 

    Shwedagon Paya

    The Statue of Zeus*The Apostolic Palace Wonder: This is a M edieval-era wonder 

    wi th abili ti es similar to those of the United Nations (but wi th vot- 

    ing power determined by one’s fai th rather than one’s size). See the 

    Civi lopedia for detai led info on this unique new wonder.

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    Corporate Headquarters WondersAlum inum Co.

    Cereal Mills

    Civilized Jewelers

    Creative Constructions

    Min ing Inc.

    Sid’s Su shi Co.

    Stand ard Ethanol

    NEW IMPROVEMENT:FOREST PRESERVE

    The Forest Preserve is a new late-gam e Im provem ent that can

    be used to help spread dw indling Forests and Jungles.

    NEW LEADERS FOREXISTING CIVILIZATIONS

    In addition to the new leaders provided for the new civiliza-

    tions,a num ber of leaders have been added for existing civs:

    Abrah am Lincoln of th e United States of America

    Boudica of the Celts

    Charles de Gaulle of France

    Darius I of Persia

    Pericles of Greece

    Suleiman th e Magnificent of the O ttoman Emp ire

    NEW CIVILIZATIONSIncluding their leaders, units and buildings. See the

    C ivilopedia for details.

    BABYLONIAN EMPIRE

    Leader: H am m urabi

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    Uniq ue Unit: Bow m an (replaces A rcher)

    Unique Building: G arden (replaces C olosseum )

    BYZAN TIN E EMPIRE

    Leader: Justinian I

    Uniq ue Unit: C ataphract (replaces K night)

    Unique Building: H ippodrom e (replaces Theatre)

    DUTCH EMPIRE

    Leader: W illem van O ranje

    Uniq ue Unit: East Indiam an (replaces G alleon)Unique Building: D ike (replaces Levee)

    ETHIO PIAN EMPIRE

    Leader: Zara Yaqob

    Uniq ue Unit: O rom o W arrior (replaces M usketm an)

    Unique Building: Stele (replaces M onum ent)

    HOLY ROMAN EMPIRE

    Leader: C harlem agne

    Uniq ue Unit: Landsknecht (replaces Pikem an)

    Unique Building: Rathaus (replaces C ourthouse)

    KHMER EMPIRE

    Leader: Suryavarm an II

    Uniq ue Unit: Ballista Elephant (replaces W ar Elephant)

    Unique Building: Baray (replaces A queduct)

    MAYAN EMPIRE

    Leader: Pacal II

    Uniq ue Unit: H olkan (replaces Spearm an)Unique Building: Ball C ourt (replaces C olosseum )

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    NATIVE AMERICAN EMPIRE

    Leader: Sitting Bull

    Uniq ue Unit: D og Soldier (replaces A xem an)

    Unique Building: Totem Pole (replaces M onum ent)

    PORTUGUESE EMPIRE

    Leader: Joao II

    Uniq ue Unit: C arrack (replaces C aravel)

    Unique Building: Feitoria (replaces M arket)

    SUMERIAN EMPIRELeader: G ilgam esh

    Uniq ue Unit: Vulture (replaces A xem an)

    Uniqu e Buildin g: Ziggurat (replaces C ourthouse)

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    Chapter 3

    NEW SCENARIOS

     AND MODS

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    INTRODUCTION

    In Civi li zation IV , scenarios and m ods challenge players to

    take on pre-set situations or play gam es w ith new rules,new

    units,techs,and so forth.Som e of the scenarios/m ods in BtS

    are “historical,”allow ing you to recreate actual events from

    history; w hile others are “ahistorical”(or fantasy),in w hich

    you can explore interesting situations that never actually

    occurred.

    Scenarios and m ods often contain special rules,units,civiliza-

    tions and so forth that do not appear in a regular gam e of

    Civilization IV . You can check out a scenario’s in-gam e

    C ivilopedia (see below ),or jum p right in and let yourself be

    surprised.

    Mods and ScenariosA quick w ord about term inology: Scenarios and m ods are tw o

    closely-related item s,but they do differ in im portant w ays.A

    “M od”contains “m odified”rules or units that alter theCivi li zation IV universe in som e discernable w ay,allow ing you

    to play a fantasy gam e w here a special unit could paralyze

    other units or cause earthquakes,for exam ple.O r,on a m ore

    prosaic level,a m od m ight provide every unit in the gam e

    w ith double its norm al num ber of m ovem ent points,m aking

    for an ultra-fast gam e of lightning w arfare.M any m ods do not

    provide pre-set gam e-m aps: you can play a m od on anygam e-m ap you like, including the standard random

    Civi li zation IV m aps.

    Scenarios,on the other hand,present you w ith a pre-set chal-

    lenge that you m ust overcom e.Every tim e that you play the

    gam e the situation is the sam e (though you can often play the

    sam e scenario from different view points).For exam ple,a sce-

    nario m ight recreate the battle for dom inance of theM editerranean betw een R om e and C arthage. D epending

    upon its design, the scenario m ight allow you to play just

    Rom e,or just C arthage, or either,but each tim e the gam e

    begins on the sam e m ap w ith units and cities in their pre-

    assigned positions.

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    To further confuse things,m any scenarios include m odified

    rules as w ell.For exam ple the “C harlem agne”scenario pres-

    ents you w ith a pre-set situation in w hich a num ber of feudal

    kingdom s struggle for dom inance of W estern Europe.In addi-

    tion,in this scenario the gam e rules have been m odified andnew units and technologies have been added to better reflect

    the reality of m edieval w arfare.Thus,“C harlem agne”is a sce-

    nario w ithin a m od.

    Civilopedias for Scenarios/ModsEach scenario/m od’s C ivilopedia lists the units,techs,civiliza-

    tions,and so forth that appear in that gam e.If a new item hasbeen added,it w ill be listed in the C ivilopedia,and if an item

    doesn’t appear in the scenario (for instance, SA M Infantry

    cannot be found in the C harlem agne scenario) it isn’t listed in

    that scenario’s C ivilopedia,either.If an existing item has been

    altered to better fit the scenario,the scenario’s C ivilopedia w ill

    reflect the change.

    Create Your Own Scenario/Modor Play Scenarios/Mods Createdby Other Players! C heck out the Sid M eier’s Civil ization IV  w eb site at

    w w w .C ivIV.com to learn how to create your ow n scenarios

    and find scenarios created by otherCivi li zation IV players.

    HOW TO LAUNCH THESCENARIOS/MODS

    Start the gam e and click on “Single Player”on the M ain M enu.

    Then click on “Beyond the Sw ord C ontent,”w hich brings up a

    list of the scenarios/m ods provided w ith this expansion pack.

    D ouble-click on the scenario/m od you w ish to play and thescenario or m od w ill start up.D epending upon the m od or

    scenario you’re playing,you m ay be im m ediately launched

    into play,or you m ay have to create the gam e-w orld and/or

    pick your civilization before play begins.

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    Launching a Multiplayer GameTo launch a M ultiplayer G am e of a Beyond the Sw ord M od or

    Scenario, you m ust load the M od/Scenario through the

    “A dvanced”M enu on the M ain M enu Screen.Select “A dvanced,then “Load a M od.”Select the M od/Scenario

    you w ish to play and w ait for the gam e to load.O nce it has

    loaded,select “M ultiplayer.”From here,it is the sam e as any

    gam e of C ivilization M ultiplayer.Enter the lobby,find your

    friends (w ho also need to load the M od/Scenario) and conquer

    and conspire your w ay to victory.

    Saving and LoadingScenarios/ModsThis w orks like regular “Civi li zation IV ”saves/loads.You access

    saved scenarios/m ods by clicking “Single Player”on the M ain

    M enu follow ed by “Load G am e.”In-gam e hit [Esc] to save or

    load a gam e.

    SCENARIOS OVERVIEW

    There are eleven scenarios/m ods in this package.Follow ing

    are brief descriptions of each.

    Firaxis Design

    AFTERWORLDBy Tim M cC racken

    Type: Scenario

    Players: 1

    Overview

    “A fterw orld”is a squad-based tactical scenario w here the

    player fights against zom bies and the undead.Scenario Description

    In the far distant future hum anity com m ands nature –no

    longer the clay, but now the sculptor.Technology such as

    “superlum inal”travel through dark wave gates ,manufactured 

    stars ,and arti ficial solar systems has given him near-perfect

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    control over his environm ent. A bsolute harm ony exists

    am ong all stars,overseen by the axial system ,A ugustine. N o

    other sentient beings have been found anyw here in the

    galaxy.H um anity is at peace –but it is also alone.

    In this future,the hum an brain has been m apped and the

    cerebral region w here consciousness lies has been isolated,

    allow ing for one’s consciousness’s safe rem oval and storage in

    an artificial device.C rim inals,the unfortunate,and any others

    w ho m ust perform hard m anual labor can unload their per-

    sona, replacing them w ith program m able artificial m inds.

    Their bodies are then sent to a service system for decades of

    m anual labor,w hile their consciousness rem ains in stasis (tobe reunited w ith their bodies once their sentence is com plet-

    ed). The im planted device is called a G uided Labor

    M echanism . These w orkers are referred to as G olem s.

    A n unknow n form of radiation has affected one of these serv-

    ice system s,som ehow w arping the inhabitants into violent

    and m isshapen nightm ares know n as “A bberants.”A research

    team w as dispatched to investigate these A berrants and theirenvironm ent.They failed to return and w ere only able to

    transm it a m uffled w arning: “They can see inside.”

    The scenario begins as an elite m ilitary unit is sent to deter-

    m ine the fate of the research team and retrieve any research

    they m ay have com pleted.The m ission is m ore dangerous and

    terrifying than expected –for these hostile A berrants are

    m erely glim pses of the horrors lurking w ithin.

    BROKEN STAR

    By Jesse C rafts-Finch

    Type: Scenario

    Players: 1-8

    Overview“Broken Star”is a m assive “king of the hill”style gam e of bru-

    tal w arfare and cutthroat diplom acy.

    Scenario Description

    Russia is divided,and a civil w ar is upon us! To unite the

    M otherland you m ay purchase m ilitary units from the U .S.or

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    prom otion upgrades from the C hinese black m arket; con-

    script the R ussian people or bribe enem y forces; or even

    deploy the ultim ate in doom sday w eaponry, the nuclear

    bom b.

    CHARLEMAGNE

    By Paul M urphy

    Type: Scenario

    Players: 1-5

    Overview

    “Charlem agne”is a gam e of treachery and shifting alliances inw hich five kingdom s battle each other w ith classic m edieval

    arm ies.To better reflect m edieval w arfare,units in enem y ter-

    ritory cannot heal on their ow n,so arm ies on cam paign m ust

    be accom panied by vulnerable “supply trains”w hich allow

    healing in unfriendly terrain.

    Scenario Description

    In “C harlem agne,”five great kingdom s battle to dom inate

    m edieval W estern Europe.To achieve victory,you m ust be a

    great w arlord and a m aster diplom at.K eep your opponents

    squabbling w ith each other w hile you research and build a

    m ighty arm y of knights,footm en,bow m en,siege equipm ent

    and supply trains.Earn the favor of H is H oliness by conquer-

    ing the heathens to the north,south,east and w est,w hile you

    hold off the advances of the greedy O ttom ans from A siaM inor.In this cutthroat gam e of treachery,betrayal and brutal

    w arfare,can you conquer your m any foes and m atch the feats

    of the great C harlem agne and becom e the “H oly Rom an

    Em peror?”

    CIV DEFENSE

    By Ed Piper

    Type: Scenario

    Players: 1

    Overview

    “Civ D efense”takes Civi li zation IV to a place it’s never been

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    before –to the w orld of old-style arcade gam es.Essentially,

    you build a couple of cities and put dow n a bunch of units and

    then try to survive w ave after w ave of advancing enem ies.

    Scenario DescriptionU sing a variant of the “Late G am e Start”m echanics,place a

    city or tw o and som e henchm en.W atch in increasing horror

    as dozens of lions advance on your location,follow ed shortly

    thereafter by w ar elephants,zom bies,and w ho-know s-w hat

    else.Survive a w ave and you get m ore gold w ith w hich to pur-

    chase m ore units,tech advances,and so forth.N ot a lot of

    strategy,cultural advancem ent or diplom acy in this scenario –

    just a good old-fashioned slugfest.

    CROSSROAD S OF THE WORLD

    By Liam C ollins

    Type: Scenario

    Players: 1-5

    Overview

    “Crossroads of the W orld”is set in the 13th century M iddle

    East,w here the goods from three continents are bought and

    sold for huge profits.In a land w ith few natural resources,you

    m ust use BtS’s new “C orporations”feature to dom inate the

    lucrative trade-routes and gain the w ealth necessary to sup-

    port your burgeoning em pire.

    Scenario Description

    A s European society opened its doors to the outside w orld in

    the 13th century,the Silk Roads,the overland trade routes

    tracing through Turkey, A frica and C entral A sia, becam e

    hotly-contested sources of w ealth. In “C rossroads of the

    W orld,”you take control of one of the great civilizations of the

    M iddle East –the O ttom ans,the M am luks,the Tim urids,the

    Ethiopians or the Rasulids –and carve your fortune from thew ealth of the Silk Roads.You m ust decide w ho can trade w ith

    w hom ; you m ust expand the trade guilds w ithin your cities or

    obliterate trade com panies that offend your sentim ents.U se

    your w ealth to create a nation of w arhaw ks or the M iddle

    East’s next cultural superpow er.

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    FINAL FRON TIER

    By Jon Shafer

    Type: M od

    Players: 1 - 8

    Overview

    “Final Frontier”is a gam e of space exploration and com bat set

    in a dystopian future w here M an’s spiritual aspirations have

    led him perilously close to his ow n extinction.You m ust take

    com m and of one of Earth’s colonies and explore,expand and

    exterm inate your w ay across the galaxy to victory.Scenario Description

    “Communicati ons with Earth have gone si lent. Scheduled cargo 

    ships have not arrived as expected, nor have any sent in the last 

    two months returned.The People’s Democracy of Earth (PDE) star- 

    ships previously stationed in this vicini ty returned to search for the 

    cause, but they too have not been heard from since their departure.

    At this point we have no answers.

    “Production levels of food and supplies in the Colony remain sta- 

    ble and should this be a prolonged situation we appear to be in no 

    danger. However, the politi cal impact may be more profound.

    Agitation with the PDE’s fi rm grip over Colonial affairs has been 

    on the rise.The current situation, coupled with increased local sen- 

    timent to break with the PDE, provides us the opportuni ty to free 

    ourselves of their grasp.

    “Further complicating the situation, the status of the other Colonies 

    remains unknown due to the PDE monopoly over all communica- 

    ti ons and interstellar travel. We can only assume that something 

    serious has occurred on Earth. It i s up to you, commander, to deter- 

    mine how we should proceed.” 

    - C olonial C ongress Briefing R eport,January 8th,2302 A D

    GO DS OF OLD

    By Ed Piper

    Type: M od

    Players: 1-16

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    Overview

    “G ods of O ld”plays like a standard gam e ofCivi li zation IV ,

    except that all of the current religions are rem oved and

    replaced by the G ods of A ncient M esopotam ia.A nd these

    gods are angry.

    Scenario Description

    You can build a civilization to stand the test of tim e –but how

    about one that w ill survive the w rath of the gods? “G ods of

    O ld”is a gam e of com peting religions and jealous deities.

    There are seven ancient M esopotam ian gods to choose from ,

    and each has its ow n special ability.Pick a god and build tem -ples and m onum ents to him or her. C reate Inquisitors to

    purge enem y religions from your cities.Serve your deity w ell

    and he or she m ay sm ite your foes w ith a m ighty disaster –

    earthquake,plague,blight or even a m eteor strike.Then you

    can pound them into subm ission w ith your tanks,artillery

    and bom bers.

    G im m e that old-tim e religion…

    NEXT WAR

    By Paul M urphy

    Type: Scenario or M od

    Players: 1-4 (scenario); 1-8 (epic)

    Overview

    “N extW ar”is set in the near future,w here great em pires bat-

    tle each other w ith m ighty futuristic w eapons including

    C yborgs (cybernetic w arriors), D readnoughts (huge m ega-

    tanks), and A ssault M echs (hum an-driven giant w alking

    robots).

    Scenario/Mod Description

    “N extW ar”m ay be played in tw o w ays.You m ay play the sce-nario,in w hich you are faced w ith a pre-created situation in

    the near-future, w here Earth is divided into five m ega-

    em pires locked in an escalating struggle for dw indling

    resources.O r you can play this as a m od,in effect playing a

    standard Civi li zation IV gam e w here you can access the futur-

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    40

    istic w eapons of N extW ar w hen you achieve the appropriate

    tech levels.

    Fan-Created Scenarios/ModsFALL FROM HEAVEN

    By D erek “K ael”Paxton,M ichael “A lazkanA ssassin”H all

    C halid,Jon “C orlindale”D uus,Philippe “C .Roland”C ôté-

    Léger,Eli “Loki”M arkham ,Randy “N iki’s-Knight”M iller,

    M artin “Ploeperpengel”Zutz,Stephan “seZereth”W eiß,Ben

    “Talchas”Segall,Ilia “W hite Rabbit”D raznin,W illiam

    “W ilbom an”N ordan,Tom “W oodelf”Snyder

    Players: 1

    Type: M od

    Overview

    The prem iere fantasy m od forCivi li zation IV ,featuring a com -

    pletely revam ped tech tree,three new civilizations,and build-

    ings and units like you’ve never seen in C iv before.C onquer a

    w orld of m ysticism and m agic, com m anding upgradeableH ero U nits,M am m oth Riders and Stone O gres tow ards your

    ultim ate victory - the forging of the G odslayer Blade and the

    destruction of the G od of W inter.

    Mod Description

    M ulcarn, the G od of W inter, has claim ed dom inion over

    C reation.If hum anity is to survive, the G odslayer m ust be

    reforged,M ulcarn killed and this eternal w inter ended.

    Fight in a land ravaged by blizzards that change the terrain

    they pass over.U se spells and sum m on creatures to w age w ar

    for you.C ontrol pow erful heroes to battle ogres,golem s,a

    dragon –and the G od of W inter him self.

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    RHYE’S AN D FALL OF CIVILIZATIONS

    By G abriele Trovato (w idely know n as “Rhye”)

    Type: M od

    Players: 1

    Overview

    “Rhye’s and Fall of C ivilizations”is an Earth m ap-based sce-

    nario that sim ulates the rise and fall of civilizations through-

    out the history of the Earth. It is the sequel to “Rhye’s of

    C ivilization”–one of the m ost popular m odpacks ever creat-

    ed forSid M eier’s Civi li zation II I.Scenario Description

    “Rhye’s and Fall of C ivilizations”allow s you to experience the

    ebb and flow of hum an grow th and developm ent.You can

    begin the gam e playing a very early civilization –Egypt,for

    instance –then,as the gam e advances and upstart civiliza-

    tions arise,you can sw itch to one of the new er civs and pro-

    ceed to conquer the decadent Egyptian civilization you justabandoned.

    A s tim e passes older civilizations w ill fall on their ow n,

    destroyed by civil w ars, corrupt governm ents, and m assive

    barbarian attacks.Each civilization in the gam e is heavily dif-

    ferentiated from the others, w ith its ow n unique abilities,

    unique victory conditions, and unique A I (artificial intelli-

    gence) objectives,allow ing for endless replayability.

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    42

    WWII: THE ROAD TO WAR

    Design: D ale K ent

    Art: D avid Sobotka, Tony K iehl, C ivilization Fanatics unit

    m odders

    Type: Scenario

    Players: 1 to 16

    Overview

    Battle as the A llies or A xis in this W orld W ar II-them ed sce-

    nario.

    Scenario Description

    The year is 1936 and a new order has risen sw iftly in C entral

    Europe and Japan.Take the reigns of a nation in either Europe

    or the Pacific as D em ocracy,C om m unism and Fascism fight

    for dom inance.W ill you choose the path as w ritten in history,

    or w ill you choose to forge your ow n destiny in open play?

    Build a m ighty arm y to bom bard your enem y’s units,cities

    and their coastlines.U se your bom bers to subdue the defens-es of cities or to destroy production,or sim ply use them to ter-

    rorize the populace by targeting civil buildings. Research

    technologies to unlock specialized m ilitary hardw are and to

    increase the efficiency of your industries.U se your auxiliary

    units such as paratroopers,spies,m issiles and nukes to put

    fear in your enem ies’hearts.A nd above all,prepare to defend

    yourself,or strike hard and fast at your enem ies before theydo the sam e to you!

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    Chapter 4

    MAIN GAME

    UPDATES

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    44

    INTRODUCTION

    Since its release,w e have m ade a num ber of fixes/adjustm ents

    to the gam e code inCivi li zation IV 

    .W hile m any of these are

    hidden to the player, addressing bug fixes, m em ory leaks,

    hardw are com patibility issues and the like,w e have also m ade

    som e adjustm ents to gam eplay,to address balance issues and

    to generally m ake things m ore fun.A ll of these changes have

    been periodically released as “patches,”available for dow nload

    from the W eb.

    GETTING AND INSTALLINGUPDATES

    A ll updates (through the release date of this product) are

    included w ith the Beyond the Sword softw are.They are auto-

    m atically installed w hen you install this expansion pack.A ny

    future updates w ill be available at the Civi li zation IV w eb site

    (w w w .C ivIV.com ) w hen they are released. Each updateincludes installation instructions.

     WHAT’S BEEN UPDATED

    The full list ofCivi li zation IV updates included in this package

    can be found in the “Readm e.txt”file w hich is placed in the

    gam e’s folder w hen you install BtS.A ny changes to units,techs, civs, concepts and so forth w ill be reflected in the

    C ivilopedia. Especially check the entry “Beyond the Sw ord

    Rules C hanges”w hich can be found under “Beyond the Sw ord

    C oncepts”in the C ivilopedia’s m ain m enu.

    H ow ever, follow ing are several particularly im portant

    changes that you m ight w ant to know about.

    Tech TreeThe new tech “A esthetics”has been added.This early tech is

    required to access D ram a and Literature and to construct a

    num ber of w onders.

    Fiber O ptics requires Laser or C om puter.

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    Robotics no longer directly requires Plastics.

    C om puters requires Plastics.

    Building ChangesA irports increase the num ber of A ir U nits allow ed in a cityfrom 4 to 8 and provide +3 XPs to all A ir U nits (see the sec-

    tion on A ir C om bat in C hapter 2).

    The C ourthouse,C astle,and Jail provide Espionage Points or

    Espionage Point Bonuses (see Espionage in C hapter 2).

    Factories cause U nhealthiness w ith access to C oal or O il.

    Stables becom es obsolete w ith the discovery of A dvancedFlight

    M onum ents and O belisks becom e obsolete w ith A stronom y

    Palaces provides +1 Espionage Point.

    Laboratory now requires the Superconductor tech

    M ilitary A cadem y requires the M ilitary Science tech

    Unit ChangesSpies have been updated significantly (see Espionage in

    C hapter 2).

    Siege U nits now have m axim um dam age lim its that they can

    inflict on target units w hen attacking a unit directly or

    through collateral dam age. M ounted and H elicopter U nits

    now receive flank attacks against select Siege U nits. (SeeIm proved Siege U nit C om bat in C hapter 2.)

    The G reat G eneral threshold has been increased (it now takes

    m ore com bat experience to be aw arded a G reat G eneral).

    You m ay only have 4 A ir U nits in a city at a tim e.W ith the con-

    struction of an A irport,that num ber increases to 8.

    G renadier requires M ilitary Science instead of C hem istryTrirem e requires M etal C asting

    The G reek special Phalanx unit now replaces A xem en.They

    begin w ith the M arch prom otion.

    The Japanese special Sam urai unit now starts w ith the D rill I

    prom otion.

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    C avalry now requires Rifling (along w ith M ilitary Tradition)

    PromotionsA ir U nits have their ow n Prom otions.

    ImprovementsRailroads can now be built w hen you have access to C oal or O il.

    Forts have been greatly updated in the expansion packs.They can

    now be built outside your borders,provide attack,defense and

    healing bonuses to friendly units and can house ships and aircraft.

    WondersThe Parthenon requires the new “A esthetics”tech.

    The Scotland Yard w onder can only be constructed by a G reat

    Spy (just like shrines require a G reat Prophet).It provides an

    espionage bonus (see Espionage in C hapter 2).

    Various w onders now provide G reat Spy points (see

    Espionage).

    A ll N ational w onders now provide +1 G reat Person point

    instead of +2.

    Stonehenge now becom es obsolete upon the discovery of

    A stronom y.

    The Space RacePlayers m ay now view their Spaceship as it is being construct-ed by accessing the Space Race “View ”screen on the Victory

    C onditions Screen [F8]. H ere the player m ay take a closer

    look at their Spaceship and custom ize their craft.

    Various Spaceship parts have different tech requirem ents than

    in the originalCivi li zation IV .C heck the C ivilopedia for spe-

    cific changes.

    You m ay launch a Spaceship w ith m inim al parts,or you canconstruct redundant system s to im prove its perform ance.

    Spaceships now have a delayed arrival after launch. The

    length of the delay depends upon the num ber of com ponents

    you’ve used in its construction.

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    Interface ChangesEnem y units entering your territory glow red.

    Foreign and M ilitary A dvisor screens have been expanded.

    Elapsed Turn and C urrent Era info is now displayed on the

    M ain Screen.

    Trait ChangesLeaders w ith the Expansive Trait produce W orkers 25% faster

    (previously 50% ).

    Gameplay ChangesYou m ust now research Sailing before you can trade along

    rivers.(See “Trade Functionality”in C hapter 2.)

    Multiplayer ChangesSim ultaneous Team Turns: Players on the sam e team in M ulti-

    player Team G am es take their turns sim ultaneously.

    Civics ChangesSlavery’s upkeep has been changed to M edium

    M ercantilism causes Foreign C orporations to have no effect in

    your cities

    State Property causes all C orporations to have no effect in

    your cities and no longer provides a bonus from W aterm ills or

    W orkshops,but instead provides a +25% production bonus

    N ationhood provides a +25% bonus to Espionage Points

    C aste System receives a food bonus from W orkshops

    Environm entalism receives a food bonus from Forest

    Preserves,W indm ills and W aterm ills

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    48

     APPENDIX 

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    REFERENCE CHARTS

    Key Function

    U n i t s  N um ber K eys M ove unit

    [B] Bom bard

    [B] Build city (w ith settler)

    [C ],M ouse Button 3 C enter on unit

    [E] Explore w ith unit (autom ated)

    [F] Fortify

    [G ] G o-to m ode

    [L] Load (onto ship)

    [S] Sentry

    [Shift-U ] U nload (off ship)

    [W ] W ait

    [A lt-C lick] G roup all units on a tile together

    [C trl-# Key] Bind selected unit or group to thatnum ber key

    [C trl-C lick] G roup all units of the sam e typeon a tile together

    [D elete] D elete unit

    [Shift-C lick] Tile context m enu[Spacebar] Skip turn

    [C trl - H ] Select all w ounded units on a tile

    Wor k er Comm ands [A ] Build im provem ents (autom ated)

    [H ] Build cam p

    [I] Build farm[K ] Build w orkshop

    [L] Build lum berm ill

    [M ] Build m ine

    [N ] Build trade netw ork (autom ated)

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    50

    [Q ] Build quarry

    [R] Build road/railroad

    [T] Build cottage

    [A lt-C ] Rem ove forest or jungle[A lt-R] Road-to m ode

    [Shift+C trl-C ] Im prove nearest city (autom ated)

    [C trl-F] Build fort

    [Shift-P] Build pasture,plantation

    [Shift-W ] Build w aterm ill (on river),

    w indm ill (on hill)[Shift-W ] Build w inery (on w ine),w ell (on oil)

    [F] Preserve Forest

    Wo r k B o at s  [F] Build fishing nets

    [O ] Build offshore platform

    [Shift-W ] Build w haling boats[R] Build Trade Route

    A i r U n i t s  [B] A ir bom b m ode (enem y cities/tiles)

    [R] Recon m ode

    [S] A ir strike m ode (enem y units)

    [A lt-R] Rebase m ode[I] Intercept m ode

    Ad v i s o r s  [F1] D om estic advisor

    [F2] Financial advisor

    [F3] C ivics advisor

    [F4] Foreign advisor

    [F5] M ilitary advisor

    [F6] Technology advisor

    [F7] Religion advisor

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    [F8] Victory

    [F9] D em ographics

    [F10] C apital C ity

    [F11] G lobe View[F12] C ivilopedia

    Genera l [P] Ping the m ap

    [A lt-I] Rem ove interface

    [A lt-Q ] Retire (give up)

    [C trl-W ] A ccess W orldbuilder

    [A lt-D ] C hange Player N am e/C ivilizationN am e

    [C trl-N um ber K ey] Save a production queue(in city screen)

    [N um ber K ey] U se saved production queue(in city screen)

    [C trl-B] Toggle bare m ap on/off

    [C trl-I] M inim ize interface

    [C trl-L] Load gam e

    [C trl-M ] Turn m usic on/off

    [C trl-O ] O ptions m enu

    [C trl-R ] Flag resources on/off

    [C trl-S] Save gam e

    [C trl-T] Turn grid on/off

    [C trl-Y] Turn tile yields on/off

    [C trl-Left A rrow ] Lock cam era angle 45 degrees clockw ise

    [C trl-Right A rrow ] Lock cam era angle 45 degreescounterclockw ise

    [Enter] C ycle units,advance to next turn[\] C ycle to previous selected unit

    [Escape] Exit current screen/bring up m enu

    [,] C ycle to previous unit (sam e tile)

    [.] C ycle to next unit (sam e tile)

    [/] C ycle through active w orkers

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    52

    [H om e],[End] C ycle through cities

    [Insert] O pen nearest friendly city screen

    [Left/Right A rrow s] Jum p to next city (in city screen)

    [PageD ow n] Zoom cam era out[PageU p] Zoom cam era in

    [Pause] Pause gam e

    [PrintScreen] Take screenshot

    [Shift-Enter] Force turn to end

    [Shift-Left A rrow ] Rotate cam era clockw ise

    [Shift-Right A rrow ] Rotate cam era counterclockw ise[Tab] C hat to team

    [Shift-Tab] C hat to all

    [C trl-Tab] C hat/Event Log

    [Scroll Lock] Voice C hat to team

    [Shift-Scroll Lock] Voice C hat to all

    [C trl-Scroll Lock] Voice C hat in D iplo Screen[A lt-S] C reate Sign

    [A lt-U ] Toggle unit flags

    [C trl+A lt-S] G roup Save (N o idea w hat this does)

    [Shift-F5] Q uick Save

    [Shift-F8] Q uick Load

    [A lt+Shift-D ] A dm in tools[C trl+Shift-H ] H all of Fam e Screen

    [C trl-E] Espionage Screen

    [A lt-F1] Release C olony

    Camera Con t r o l s  [A lt-O ] Flatten cam era view

    [C trl-\] C ycle cam era m odes

    [C trl+A lt-F] Toggle flying cam era

    [A lt+Shift-F] Toggle m ouse-angled cam era

    [A lt-F] Toggle top-dow n view

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    53

    CREDITS

    Civilization Series Creator

    Sid M eier

    Civilization IV DesignerSoren Johnson

    Civ4: Beyond the Sword Development Team

    Production TeamJesse Sm ith,Producer

    C lint M cC aul,A ssociate ProducerScott W ittbecker,Production A ssistantLiam C ollins,Production A ssistant

     Art TeamD orian N ew com b,Lead A rtist

    Jerom e A therholtM ike BatesK evin BradleyRob C loutierN athan G ordonA lex K imSteve O gdenN ick Rusko-BergerTom Sym onds

    Design TeamA lex M antzaris,Lead D esignerJon Shafer,Lead D esignerLiam C ollinsJesse C rafts-FinchTim othy M cC rackenPaul M urphyEd Piper

    Programming TeamA lex M antzaris,Lead Program m erJason W inokur,3D Program m erSergey Tiraspolsky,Tools andA utom ation

    Writers

    Paul M urphy,M anual andLead W riterLiam C ollinsJesse C rafts-FinchJon Shafer

     Audio TeamM ichael C urran,Lead A udio D esigner

    M ark C rom er,Sound D esignerD ean R ay JohnsonRoland Rizzo

    ComposersM ark C rom erM ichael C urranRoland Rizzo

    Quality Assurance

    Tim othy M cC racken,Q A M anagerG rant Frazier,Q A Project LeadPatrick G lascoeScott W ittbecker

    Addi t i onal Funct i onal Support 

    Production

    Trevor RubenSergey Tiraspolsky

     ArtBrian FeldgesSeth Spaulding

    ProgrammingM ike BreitkreutzJon Shafer

     Music CompositionD ean R ay JohnsonTim othy M cC racken

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    Addi t i onal External Support 

     ArtJack SnyderM atthew Skuntnik

    Russell Vaccaro III

    Design ConsultantRobert “Sirian”Thom asD ale “D ale”K entD erek “K ael”PaxtonG abriel “Rhye”Trovato

    ProgrammingBlake W alsh,A I Program m er

    Firaxis Games

    President / CEOSteve M artin

    Chief Creative OfficerSid M eier

    Executive ProducerBarry C audill

    Technology LeadsK en G reyJake Solom onM ustafa Tham erD on W uenschell

     Art Director

    Seth Spaulding

     Marketing DirectorK elley G ilm ore

    IT ManagerJosh Scanlan

     Manager, Online MarketingD ennis Shirk

     Human Resources ManagerSusan M eier

    Office ManagerD onna RubbAddit ional 

    Introduction MoviesJanim ation

    Voice Over Production & PostProductionW ave G eneration

    Voice Over Production Directed

    ByD avid Lipes

    Recording EngineerSam uel G irardin

    Voice Over EditorM ichel M archant

    BTS Choir Recorded at Studio

    Unknown

    EngineerK evin H ill

    Vocal Score TranscriptionG eoff K norr

    SingersJillian G oldin

    Paul M ulliganBritt O ken-EckerJam es ParksEm ily SanchezA m anda VarroneN icholas W ernerN athan W yatt

    Fall From Heaven TeamD erek ‘K ael’Paxton,LeadM ichael ‘A lazkanA ssassin’H allC halidJon ‘C orlindale’D uusPhilippe ‘C .Roland’C ôté-LégerEli ‘Loki’M arkhamRandy ‘N iki’s-K night’M illerM artin ‘Ploeperpengel’ZutzStephan ‘seZ ereth’W eißBen ‘Talchas’SegallIlia ‘W hite Rabbit’D razninW illiam ‘W ilbom an’N ordanTom ‘W oodelf’Snyder

    Road to War TeamD ale K ent,LeadD avid SobotkaTony K iehl

    54

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    Rhye’s and Fall TeamG abriel ‘Rhye’TrovatoO scar ‘Elhoim ’VelziJosiah A dán “W hitefire”M eyerA lex “O zzyK P”Koroknay-Palicz

    Ethnically Diverse UnitsPhilippe “C .Roland”C ôté-LégerIlia “W hite Rabbit”D razninK enneth “Im paler”FerlandM ichael “A lazkanA ssassin”H allD erek “K ael”PaxtonA lexander “A lexander01”StrubO scar “Elhoim ”Velzi

    Stephan “seZereth”W eißM artin “Ploeperpengel”ZutzD anthrax

    Play Session TestersA aron “Zhenon”RielA aron “Zhenon”RielA lex “O zzyK P”Koroknay-PaliczA lexander “A lexander01”Strub

    A ndrej “player1”D am janovicA ndrew “ainw ood”Inw oodA ndrew JohnsonA nthony “D om inae”PetrykBen SarsgardBlake W alshD aleD aniel “El M ariachi”PereiraD aniel “Zaldar”C ole

    D aniels “Solver”U m anovskisdanthraxD ave “H exagonian”SobotkaD avid “D aveM cW ”M cW illiam sD eyReepherEli “Loki”M arkhamEystein “W illburn”H ansenFrank M ooreG abriele “Rhye”Trovato

    G loria “N olan”C arsonG ogfH enning “Pfeffersack”A ssfalgIlia “W hite Rabbit”D razninJeffrey “A tlas”RinghausenJoe “Snoopy369”M atiseJon “C anuckSoldier”RyderK ael

    K ai “C oldFever”FiebachK elly “Yin”M cLaughlinK evin “K rill”RillK ristian “K riFos”FoshaugM arcus “A ussie_Lurker”H icksM ark “M ookieN J”Sw issM artin “Ploeperpengel”ZutzM ichael “A lazkanA ssassin”H allN icholas “A byss”K arlN iilo “vorshlum pf”Van SteinburgO scar “Elhoim ”VelziPeter “G yathaar”PettersenPeter “M aniac”SteenbekePhilippe “C .Roland”C ôté-LégerPhillipp “C ham ”G oetzeRadek “vondrack”VondracekRandy “N ikis-K night”M illerRob C hengRobert “C yberShy”Plom pScott “D eathtoA LL”ForehanSeZerethSirianSpeakerStephan “seZereth”W eißTatu “proviisori”LajunenViktor “G ram phos”G riphW hitefireW outer “Locutus”Snijders

    Scaleform TeamBrendan IribeM ichael A ntonov

    Sven D ixonD avid C ookA ndew Reisse

    Special ThanksTo the supportive m em bers ofFrankenstein for all their help!!C iv Fanatics and A polyton!!The C iv4 C om m unity

    A ll of our Loving and U nder-standing Fam ilies and Friends!!

    55

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     2K Publishing

    PresidentC hristoph H artm ann

    C.O.O.D avid Ism ailer

    VP Product DevelopmentG reg G obbi

    Development ManagerJon Payne

    Technical Director

    Tim Perry Associate ProducerJason Bergm an

    VP MarketingSarah A nderson

    Director of MarketingTom Bass

    Senior Product ManagerM att K assan

     Marketing Coordinator/ Community ManagerEric M onacelli

    Senior Production ManagerJack Scalici

    Production ManagerLydia Jenner

    Director of Public RelationsM arcelyn D itter

     Art Director,Creative ServicesLesley Zinn

    Web ManagerG abe A barcar

    Web DesignerJohn K auderer

    Director of OperationsD orian Rehfield

    VP Sales & LicensingSteve G lickstein

    Strategic Sales and Licensing Manager

    Paul C rockett

     Media SpecialistLarry Stephens

    Quality Assurance DirectorLaw rence D urham

    Standards LeadM ichael G reening

    Standards SeniorPaul D iaz

    Standards TeamM att N ew houseM ichael M elodyC ory BernhardtEric LaneG eorge Soluk

    A ndrew G arrett

    Lead TesterM ichael C hang

    Senior TesterTristan C larkJason W ilson

    Quality Assurance Team

    C helsy BerryLarry BoldenJon BunchIan C larkJohn D ickersonG riffin FunkC hris G utierrezW illie H einTw an Intarathuch

    K evan K illionEugene K imC hris Lehm annK aren M cO scarM ike M ercerSean M illerM att M ullen

    56

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    C halerm chai PlianphoJerem y RanzingerC ash RussellD ane Sm ithK evin TuberJustin W allerShaw n W atson

    QA Asset CoordinatorD avid Barksdale

     2K International 

    General Manager

    N eil Ralley

    International Marketing DirectorM atthias W ehner

    International PR DirectorM arkus W ilding

    International Product ManagerBen W yer-Roberts

    International PR ManagerK arl U nterholzner

    Licensing DirectorC laire Roberts

    International Marketing AssistantSam W oodw ard

     2K International Product Development 

    International ProducerSajjad M ajid

    Localisation ManagerScott M orrow

    Development TeamD aniel BailieD enby G raceM atthew Seym ourM ark W ard

    External Localisation TeamsA round The W ord

    Effective M edia G m bHSynthesis International SrlSynthesis Iberia

     2K International Quality  Assurance

    QA ManagerC hris Row ley

    Functionality SupervisorD om enic G iannone

    Localisation Supervisor

    Iain W illow s

     Mastering EngineerW ayne Boyce

    QA Technicians - FunctionalityA lex C oxM ichael BunningD enver C ockellA rsenio Form oso

    N atalie H olkhamRob JenkinsRussell K eaw pannaSteve M annersIan M ooreSebastian Belton

    Localisation Project LeadSebastian Frank

    QA Technicians - LocalisationN icolas A damM arco A ngiuoniA lessandro C ilanoA dele D alenaTerryll G arrisonA lessandro G attiBeatriz G onzalez

    Pauline M artynD idier PruvotH ugo SieiroSantiago G arciaJoségui M iñana

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    Design TeamJam es C rockerJam es Q uinlanTom Baker

    Take TwoPublishing Team

    A drian Law tonA ndreas TraxlerA nja W agnerBarbara RuoccoBen Seccom be

    C ristiana C olom boFabio G usm aroliFederico C lonferoIsabelle JacoberJam es EllingfordJo U ptonJochen FärberJochen TillJose A ntonio M uñoz-

    C alero FernandezLeigh H arrisM agda BonaM aikel van D ijkM onica PuricelliN asko FejzaN guyen D oanN ico G ruppN icole M ucubitsi

    O livier TroitRaquel G arcia G onzalezRob Bartholom ewRob D onaldSandra M eleroSarah SeabySerhad K oroW arner G uinée

    Special ThanksM arc Berm anBob BlauD avid BoutryA lice C huang

    Scott D eFreitasD avid Edw ardsD an EinzigD avid G ershikPaul K imJenn K olbeXenia M ulD rew Sm ithTake-Tw o Sales

    N atalya W ilsonJam es PacquingD avid PerryElizabeth Tobey

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    LIMITEDSOFTWARE WARRANTY ANDLICENSEAGREEMENT YOUR USE OF THIS SOFTWARE IS SUBJ ECT TO THIS LIMITED SOFTWARE WARRANTY ANDLICENSE AGREEMENT (THE “AGREEMENT”) AND THE TERMS SET FORTH BELOW. THE “SOFT-WARE” INCLUDES ALL SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ACCOMPANYINGMANUAL (S), PACKAGING AND OTHER WRITTEN, ELECTRONIC OR ON-LINE MATERIALS ORDOCUMENTATION,AND ANY AND ALL COPIES OF SUCH SOFTWARE AND ITS MATERIALS. BYOPENING THE SOFTWARE, INSTALLING, AND/OR USING THE SOFTWARE AND ANY OTHERMATERIALS INCLUDED WITH THE SOFTWARE, YOU HEREBY ACCEPT THE TERMS OF THISLICENSE WITH [TAKE-TWO INTERACTIVE SOFTWARE, INC.] (“LICENSOR”).

    LICENSE. Subject to this Agreement and its terms and conditions, LICENSOR hereby grants youthe non-exclusive, non-transferable, limited right and license to use one copy of the Softwarefor your personal use on a single console. The Software is being licensed to you and you here-by acknowledge that no title or ownership in the Software is being transferred or assigned andthis Agreement should not be construed as a sale of any rights in the Software. All rights notspecifically granted under this Agreement are reserved by LICENSOR and, as applicable, itslicensors.

    OWNERSHIP. LICENSOR retains all right, title and interest to this Software, including, but notlimited to, all copyrights, trademarks, trade secrets, trade names, proprietary rights, patents,

    titles, computer codes, audiovisual effects, themes, characters, character names, stories,dia-log, settings, artwork, sounds effects, musical works, and moral rights. The Software is pro-tected by United States copyright law and applicable copyright laws and treaties throughoutthe world. The Software may not be copied,reproduced or distributed in any manner or medi-um, in whole or in part, without prior written consent from LICENSOR. Any persons copying,reproducing or distributing all or any portion of the Software in any manner or medium,will bewillfully violating the copyright laws and may be subject to civil and criminal penalties. Beadvised that Copyright violations are subject to penalties of up to $100,000 per violation.TheSoftware contains certain licensed materials and LICENSOR’s licensors may protect their rights

    in the event of any violation of this Agreement.LICENSE CONDITIONS

     You agree not to:

    (a) Commercially exploit the Software;

    (b) Distribute, lease, license, sell, rent or otherwise transfer or assign this Software, or anycopies of this Software,without the express prior written consent of LICENSOR;

    (c) Make copies of the Software or any part thereof;

    (d) Except as otherwise specifically provided by the Software or this Agreement,use or installthe Software (or permit others to do same) on a network, for on-line use,or on more thanone console at the same time;

    (e) Copy the Software onto a hard drive or other storage device and must run the Softwarefrom the included CD-ROM or DVD-ROM (although the Software may automatically copya portion of itself onto your console during installation in order to run more efficiently);

    (f) use or copy the Software at a computer gaming center or any other location-based site;

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    provided, that LICENSOR may offer you a separate site license agreement to make theSoftware available for commercial use;.

    (g) Reverse engineer, decompile, disassemble or otherwise modify the Software, in whole orin part;

    (h) Remove or modify any proprietary notices or labels contained on or within the Software;and

    (i) transport, export or re-export (directly or indirectly) into any country forbidden to receivesuch Software by any U.S. export laws or accompanying regulations or otherwise violatesuch laws or regulations, that may be amended from time to time.

    LIMITED WARRANTY:LICENSOR warrants to you (if you are the initial and original purchaser of the Software) that the original storage medium holding the Software is free from defects inmaterial and workmanship under normal use and service for 90 days from the date of pur-

    chase. If for any reason you find a defect in the storage medium during the warranty period,LICENSOR agrees to replace, free of charge, any Software discovered to be defective withinthe warranty period as long as the Software is currently being manufactured by LICENSOR. If the Software is no longer available,LICENSOR retains the right to substitute a similar programof equal or greater value. This warranty is limited to the storage medium containing theSoftware as originally provided by LICENSOR and is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect has arisen through abuse,mistreatment, or neglect.Any implied warranties prescribed by statute are expressly limited tothe 90-day period described above.

    Except as set forth above, this warranty is in lieu of all other warranties, whether oral or writ-ten, express or implied, including any other warranty of merchantability, fitness for a particu-lar purpose or non-infringement, and no other representations or warranties of any kind shallbe binding on LICENSOR.

    When returning the Software subject to the limited warranty above, please send the originalSoftware only to the LICENSOR address specified below and include: your name and returnaddress; a photocopy of your dated sales receipt; and a brief note describing the defect andthe system on which you are running the Software.

    IN NO EVENT WILL LICENSOR BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAM-

    AGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE SOFTWARE, INCLUDINGDAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJ URIES, EVEN IF LICENSORHAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. LICENSOR’S LIABILITY SHALLNOT EXCEED THE ACTUAL PRICE PAID FOR USE OF THE SOFTWARE.SOME STATES/COUNTRIESDO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THEEXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVELIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THISWARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS THAT

    VARY FROM J URISDICTION TO J URISDICTION. TERMINATION:This Agreement will terminate automatically if you fail to comply with its termsand conditions. In such event,you must destroy all copies of the Software and all of its com-ponent parts. You can also end this Agreement by destroying the Software and all copies andreproductions of the Software and deleting and permanently purging the Software from anyclient server or computer on which it has been installed.

    U.S. GOVERNMENT RESTRICTED RIGHTS:The Software and documentation have been devel-oped entirely at private expense and are provided as “Commercial Computer Software” or

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    “restricted computer software.”Use,duplication or disclosure by the U.S. Government or a U.S.Government subcontractor is subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Date and Computer Software clauses in DFARS 252.227-7013 or as setforth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rightsclauses at FAR 52.227-19,as applicable.The Contractor/ Manufacturer is the LICENSOR at the

    location listed below.

    EQUITABLE REMEDIES:You hereby agree that if the terms of this Agreement are not specifical-ly enforced, LICENSOR will be irreparably damaged, and therefore you agree that LICENSORshall be entitled, without bond, other security, proof of damages, to appropriate equitableremedies with respect any of this Agreement, in addition to any other available remedies.

    INDEMNITY:You agree to indemnify, defend and hold LICENSOR, its partners, licensors, affili-ates, contractors, officers, directors, employees and agents harmless from all damages, loss-es and expenses arising directly or indirectly from your acts and omissions to act in using the

    Software pursuant to the terms of the Agreement.MISCELLANEOUS:This Agreement represents the complete agreement concerning this licensebetween the parties and supersedes all prior agreements and representations between them.It may be amended only by a writing executed by both parties. If any provision of thisAgreement is held to be unenforceable for any reason, such provision shall be reformed onlyto the extent necessary to make it enforceable and the remaining provisions of this Agreementshall not be affected. This Agreement shall be construed under New York law as such law isapplied to agreements