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Civ4 Is the Best

This is an English translation of the original Japanese article, translated with the help of AI.
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Lately, I’ve fallen head over heels for Civilization IV (Civ4) all over again. To be more precise, for about the past month, I’ve been playing Civ4 non-stop as if time had frozen, completely unable to get around to doing anything else.

So, for a change of pace, I’d like to take a deep, thoughtful dive into why I get so hopelessly hooked on Civ4, and unpack the secret behind its sheer addictiveness.

Me and the Civilization Series#

Civ4 was my very first taste of the Civilization series, and I went on to play Civ5 and Civ6 afterward. The catalyst was the gameplay video series by the legendary creator “Professor Tsu” (Tsu-sukekyouju, a pioneer of Japanese Civ4 Let’s Plays on Niconico). Because of that background, this post will delve into what makes Civ4 so fun primarily by comparing it to Civ5 and Civ6.

That said, since it was my first Civilization game, I can’t deny there might be a fair dose of nostalgia goggles at play here. Please bear with me on that front.

Deep Strategic Depth#

As with many grand strategy games, standard optimal strategies have been well established in the Civilization series to give players an edge. Civ4 is no exception; strategies such as specializing each city for a specific role and efficiently running a so-called “Cottage Economy” or “Specialist Economy” are widely known.

However, what makes Civ4 stand out to me is that compared to Civ5 or Civ6, the available strategic options—that is, the sheer variety of viable standard playstyles—are extraordinarily rich.

For instance, one powerful strategy in Civ5 is the “4-City Tradition” build. This revolves around completely finishing the “Tradition” social policy tree while keeping your total number of cities capped around four. What makes this strategy so dominant is that, in addition to Tradition’s bonuses being exceptionally strong, the penalty of ballooning research costs per additional city is devastatingly heavy. On top of that, trying to force a sprawling empire tends to sour relations with neighboring civilizations, driving up military upkeep and UI click overhead. As a result, not adopting Tradition in Civ5 borders on being a self-imposed challenge run (though I haven’t played recently, so the current meta might differ).

On the other hand, in Civ4, while some civics are naturally better than others, you rarely run into situations where a specific civic is practically mandatory. The ideal civics vary depending on your economic style, and the economic strategy itself is far from one-size-fits-all. A “Specialist Economy” yields results relatively early on, but it hits a growth ceiling sooner. By contrast, a “Cottage Economy” takes time to ramp up, but its eventual output is astronomical. With the former, the key to winning is leveraging your early lead so opponents can’t catch up; with the latter, it’s figuring out how to survive until your cottages fully mature into towns.

At least compared to Civ5, Civ4 grants players far greater strategic freedom, and the appeal lies in being able to experiment with a wide variety of playstyles.

An Antithesis to Reckless City Expansion#

Civ6 is my second favorite title after Civ4. But if I had to name a gripe, it’s that it swung wildly away from Civ5 into a game design where “having more cities is simply always better.” To increase a city’s yields you need to build districts, and there is no tangible penalty for hoarding massive numbers of cities. Housing and Amenities act as mechanisms to curb expansion, but at the end of the day, a new city creates its own Housing and Amenities anyway, so settling an extra city almost never harms your civilization as a whole. Consequently, in Civ6, an “ICS (Infinite City Sprawl)” strategy—blindly multiplying cities just to build more districts—becomes the undisputed best choice in most situations.

As a countermeasure to this, Civ6 introduced a mechanic where the production cost of Settlers scales up with each one built. Yet this penalty is negligible compared to the sheer benefits of expanding your empire. And if you feel building Settlers takes too long, you just conclude that launching a war of conquest against a neighboring civ to steal their cities is the answer. In the end, the fundamental structure—where “city count is king”—remains unchanged.

On this front, I feel Civ4 was balanced with extraordinary finesse.

In Civ4, city maintenance costs increase progressively with each additional city you found. This means that right after a city is settled, it is pure dead weight; it only starts generating a profit once you construct buildings, improve the surrounding tiles, and grow its population.

Having more cities certainly leads to higher eventual output, but if you recklessly spam a bunch of cities in the early game, your economy collapses and your tech research slows to an absolute crawl. As a result, it is not uncommon to find yourself sitting on a fragile military on the verge of an economic strike, only to have a neighbor with powerful, next-era units declare war on you and wipe you out in the blink of an eye.

Ultimately, what makes Civ4’s domestic management so engaging is that it constantly presents the player with dilemma-laden choices: “Do I prioritize short-term gains, or invest in long-term growth?” It is this exquisite balance that gives birth to Civ4’s profound gameplay.

Living AI#

Diplomacy with AI civilizations is undoubtedly where Civ4 peaked in the series, serving as a crucial pillar for securing victory. Cultivating friendly ties didn’t just make it less likely for someone to declare war on you; it also granted massive advantages like trading technologies and resources, or waging joint wars.

One crucial mechanic abandoned after Civ4 is “tech trading.” In Civ4, you could directly swap researched technologies with other civilizations, but in Civ5 onwards, this was scrapped and replaced with much milder mechanics like “Research Agreements.” Thanks to tech trading, even if your civilization’s raw research output was sluggish, you could rush a tech the AI tended to neglect, use it as bargaining leverage to broker deals back and forth across other civs, and amass a huge cache of technologies. And to pull that off, it was essential to maintain friendly relations with civilizations that had decent research output (and wouldn’t pose an existential threat to you in the late game).

Furthermore, willingness to trade techs differed sharply from leader to leader. For instance, Tokugawa Ieyasu would almost never agree to tech trades unless circumstances were exceptional, whereas Mansa Musa of Mali was a shameless tech broker who didn’t know the meaning of the word “no,” trading under practically any condition. Likewise, certain leaders were far more trigger-happy, and your relationship with warmongers like Montezuma or Genghis Khan could make or break your game. If you shared a border with them, adopting a different religion or befriending their worst enemy could easily turn into a fatal blunder.

All in all, Civ4’s AI leaders each possessed potent personalities and crystal-clear behavioral principles; understanding their temperaments and diplomatic stances—and maneuvering accordingly—was vital to claiming victory. While Civ5 and Civ6 also define distinct leader traits, they lack the fierce personality of Civ4. Civ4’s AI provided a nuanced diplomatic experience that truly felt like interacting with living human beings.

The Pros and Cons of 1UPT (One Unit Per Tile)#

The system introduced from Civ5 onward where only one unit can occupy a single tile (1UPT: One Unit Per Tile) is another change I personally wasn’t thrilled about. With the arrival of 1UPT, the required unit-handling overhead ballooned, and watching units bottleneck into traffic jams—especially in choke points—is frequently infuriating.

Granted, 1UPT drastically transformed combat tactics. Having to advance while shielding ranged units with melee frontline units is reminiscent of the real-world interplay between infantry and artillery, and you could argue it became more realistic. However, in a game that is fundamentally about orchestrating the grand administration of an entire civilization, I question whether we really needed such an intense focus on positioning individual units.

Personally, I feel 1UPT simply bloated the game with “boring micromanagement.”

Freedom from Micromanagement#

As articulated in the Designer’s Notes, Civ4 was designed with a conscious, deliberate mission to ruthlessly purge “boring micromanagement.”

In the games that followed Civ4, hasn’t this essential design philosophy faded away?

Being restricted to placing only one unit per tile (1UPT) remains, in my eyes, deeply regrettable.

While minor micromanagement chores like checking specialist assignments still linger, Civ4 as a whole was designed so players could focus on grand strategic decision-making.

The introduction of 1UPT likely stemmed from criticism of the “Stack of Doom” in Civ4 and earlier entries—the mechanic allowing players to stack dozens of units onto a single tile. Sure, stacks of doom are unrealistic, but were they truly nothing but bad?

Re-evaluating the Stack of Doom#

The Stack of Doom may indeed be far removed from how real-world militaries operate. Yet within Civ4’s combat system, it was a pivotal element that introduced unique strategic nuance and operational efficiency.

Thanks to doom stacks, players could maneuver massive armies with great efficiency. This allowed you, as the supreme leader of an entire civilization, to focus on broader grand strategy. Instead of squandering time on positioning and shuffling individual units, you could channel your attention into other vital pillars like diplomacy, technological development, and city planning.

Furthermore, doom stacks made combat outcomes relatively predictable. Checking the combat odds gave you a clear read on the likely outcome beforehand, empowering players to make more calculated, strategic choices about when to go to war. While the risk of surprise ambushes was always present, battle was fundamentally decided by straightforward disparities in overall military strength, which made meticulous strategic planning all the more crucial.

A Balanced and Deep Combat System#

Civ4’s combat system was remarkably deep.

Positioning units with terrain in mind and choosing smart march routes heavily dictated the outcome of battle. Of course, this element exists in games after Civ4 as well, but when cramming in as many units as possible is the optimal strategy, the actual tile types have been rendered practically meaningless.

This, too, is an unfortunate casualty of 1UPT.

Conclusion: Addictiveness Born from Exquisite Balance#

The reason Civ4 continues to captivate so many players to this day lies in its exquisitely balanced complexity.

  • Strategic diversity: The joy of crafting freeform strategies without being shackled to a single “correct” answer.
  • Sensible micromanagement: The comfort of focusing on strategic thinking without getting bogged down in excessive busywork.
  • Deep diplomatic system: High-stakes negotiations with AI leaders and establishing strategic dominance through tech trading.
  • Balanced combat: Battles where unit attributes, terrain, and promotions intertwine into genuine strategic depth.
  • High-freedom modding: Boundless potential for players to customize and reshape the game themselves.

In Civ4, these elements coexist in breathtaking balance, achieving that brilliantly addictive “easy to learn, hard to master” game design. Every match brings new discoveries, and that endless urge to test yet another strategic approach is the greatest charm Civ4 has to offer.

There is no denying that Civ5 and Civ6 are fantastic games in their own right, but Civ4 possesses a unique magic found nowhere else. It strikes an exquisite balance between complexity and playability. And it is this very balance that has pulled countless players into Civ4’s orbit over the years, forging a fiercely loyal legion of fans.

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