This research aims at building a preference-based player model of Civilization IV players. Our model incorporates attributes which are defined for AI players. We use a sequential minimal optimization (SMO) classifier to build the player model based on a training set with observations of a large number of games between six AI players. The model was validated on a test set of games between the same six AI players. While it did not seem to generalize well to the preferences of different AI players, it did manage to accurately predict some of the preferences for a veteran human player. Further tests showed that AI players with the same play styles but different preference values were often confused by the model. We conclude that for a complex game such as Civilization IV a model that attempts to accurately predict specific preference values is hard to construct. A model that focusses on play styles might succeed better.