Sid Meier's Civilization is a 1991 turn-based strategy 4X video game developed and published by MicroProse. The game was originally developed for MS-DOS running on a PC, and it has undergone numerous revisions for various platforms. The player is tasked with leading an entire human civilization over the course of several millennia by controlling various areas such as urban development, exploration, government, trade, research, and military. The player can control individual units and advance the exploration, conquest and settlement of the game's world. The player can also make such decisions as setting forms of government, tax rates and research priorities. The player's civilization is in competition with other computer-controlled civilizations, with which the player can enter diplomatic relationships that can either end in alliances or lead to war.

Civilization was designed by Sid Meier and Bruce Shelley following the successes of Silent Service, Sid Meier's Pirates! and Railroad Tycoon. Civilization has sold 1.5 million copies since its release and is considered one of the most influential computer games in history due to its establishment of the 4X genre. In addition to its commercial and critical success, the game has been deemed pedagogically valuable due to its presentation of historical relationships, and one of the greatest video games ever made by several publications. A multiplayer remake, Sid Meier's CivNet, was released for the PC in 1995. Civilization was followed by several sequels starting with Civilization II, with similar or modified scenarios.

Gameplay

Civilization is a turn-based single-player strategy game. The player takes on the role of the ruler of a civilization, starting with one (or occasionally two) settler units, and attempts to build an empire in competition with two to seven other civilizations. The following civilizations appear in the game: Americans, Aztecs, Babylonians, Chinese, Egyptians, English, French, Germans, Greeks, Indians, Mongols, Romans, Russians and Zulus.

The game requires a fair amount of micromanagement (although less than other simulation games). Along with the larger tasks of exploration, warfare and diplomacy, the player has to make decisions about where to build new cities, which improvements or units to build in each city, which advances in knowledge should be sought (and at what rate), and how to transform the land surrounding the cities for maximum benefit. From time to time the player's towns may be harassed by barbarians, units with no specific nationality and no named leader. These threats only come from huts, unclaimed land or sea, so that over time and turns of exploration, there are fewer and fewer places from which barbarians will emanate.

Before the game begins, the player chooses which historical or current civilization to play. In contrast to later games in the Civilization series, this is largely a cosmetic choice, affecting titles, city names, musical heralds, and color. The choice does affect their starting position on the "Play on Earth" map, and thus different resources in one's initial cities, but has no effect on starting position when starting a random world game or a customized world game. The player's choice of civilization also prevents the computer from being able to play as that civilization or the other civilization of the same color, and since computer-controlled opponents display certain traits of their civilizations this affects gameplay as well. The Aztecs are both fiercely expansionist and generally extremely wealthy, for example. Other civilizations include the Americans, the Mongols, and Romans. Each civilization is led by a famous historical figure, such as Mahatma Gandhi for India.

The scope of Civilization is larger than most other games. The game begins in 4000 BC, before the Bronze Age, and can last through to AD 2100 (on the easiest setting) with Space Age and "future technologies". At the start of the game there are no cities anywhere in the world: the player controls one or two settler units, which can be used to found new cities in appropriate sites (and those cities may build other settler units, which can go out and found new cities, thus expanding the empire). Settlers can also alter terrain, build improvements such as mines and irrigation, build roads to connect cities, and later in the game they can construct railroads which offer unlimited movement.

As time advances, new technologies are developed; these technologies are the primary way in which the game changes and grows. At the start, players choose from advances such as pottery, the wheel, and the alphabet to, near the end of the game, nuclear fission and spaceflight. Players can gain a large advantage if their civilization is the first to learn a particular technology (the secrets of flight, for example) and put it to use in a military or other context. Most advances give access to new units, city improvements or derivative technologies: for example, the chariot unit becomes available after the wheel is developed, and the granary building becomes available to build after pottery is developed. The whole system of advancements from beginning to end is called the technology tree, or simply the Tech tree; this concept has been adopted in many other strategy games. Since only one tech may be "researched" at any given time, the order in which technologies are chosen makes a considerable difference in the outcome of the game and generally reflects the player's preferred style of gameplay.

Players can also build Wonders of the World in each of the epochs of the game, subject only to obtaining the prerequisite knowledge. These wonders are important achievements of society, science, culture and defense, ranging from the Pyramids and the Great Wall in the Ancient age, to Copernicus' Observatory and Magellan's Expedition in the middle period, up to the Apollo program, the United Nations, and the Manhattan Project in the modern era. Each wonder can only be built once in the world, and requires a lot of resources to build, far more than most other city buildings or units. Wonders provide unique benefits to the controlling civilization. For example, Magellan's Expedition increases the movement rate of naval units. Wonders typically affect either the city in which they are built (for example, the Colossus), every city on the continent (for example, J.S. Bach's Cathedral), or the civilization as a whole (for example, Darwin's Voyage). Some wonders are made obsolete by new technologies.

The game can be won by conquering all other civilizations or by winning the space race by reaching the star system of Alpha Centauri.

Development Prior Civilization-named games British designer Francis Tresham released his Civilization board game in 1980 under his company Hartland Trefoil. Avalon Hill had obtained the rights to publish it in the United States in 1981.

There were at least two attempts to make a computerized version of Tresham's game prior to 1990. Danielle Bunten Berry planned to start work on the game after completing M.U.L.E. in 1983, and again in 1985, after completing The Seven Cities of Gold at Electronic Arts. In 1983 Bunten and producer Joe Ybarra opted to first do Seven Cities of Gold. The success of Seven Cities in 1985 in turn led to a sequel, Heart of Africa. Bunten never returned to the idea of Civilization. Don Daglow, designer of Utopia, the first simulation game, began work programming a version of Civilization in 1987. He dropped the project, however, when he was offered an executive position at Broderbund, and never returned to the game.

Development at MicroProse

Sid Meier and Bill Stealey co-founded MicroProse in 1982 to develop flight simulators and other military strategy video games based on Stealey's past experiences as a United States Air Force pilot. Around 1989, Meier wanted to expand his repertoire beyond these types of games, as just having finished F-19 Stealth Fighter (1988, 1990), he said "Everything I thought was cool about a flight simulator had gone into that game." He took to heart the success of the new god game genre, in particular SimCity (1989) and Populous (1989). Specifically with SimCity, Meier recognized that video games could still be entertaining based on building something up. By then, Meier was not an official employee of MicroProse but worked under contract where the company paid him upfront for game development, a large payment on delivery of the game, and additional royalties on each game of his sold.

MicroProse had hired a number of Avalon Hill game designers, including Bruce Shelley. Among other works, Shelley had been responsible for adapting the railroad-based 1829 board game developed by Tresham into 1830: The Game of Railroads and Robber Barons. Shelley had joined MicroProse finding that the board game market was weakening in contrast to the video game market, and initially worked on F-19 Stealth Fighter. Meier recognized Shelley's abilities and background in game design and took him on as personal assistant designer to brainstorm new game ideas. The two initially worked on ideas for Covert Action, but had put these aside when they came up with the concepts for Railroad Tycoon (1990), based loosely on the 1829/1830 board games. Railroad Tycoon was generally well received at its release, but the title did not fit within the nature of flight simulators and military strategy from MicroProse's previous catalog. Meier and Shelley had started a sequel to Railroad Tycoon shortly after its release, but Stealey canceled the project.

One positive aspect both had taken from Railroad Tycoon was the idea of multiple smaller systems working together at the same time and the player having to manage them. Both Meier and Shelley recognized that the complex interactions between these systems led players to "make a lot of interesting decisions", and that ruling a whole civilization would readily work well with these underlying systems. Some time later, both discussed their love of the original Empire computer games, and Meier challenged Shelley to give him ten things he would change about Empire; Shelley provided him with twelve. Around May 1990, Meier presented Shelley with a 5-1/4" floppy disk which contained the first prototype of Civilization based on their past discussions and Shelley's list.

Meier described his development process as sculpting with clay. His prototype took elements from Empire, Railroad Tycoon, SimCity and the Civilization board game. This initial version of this game was a real-time simulation, with the player defining zones for their population to grow similar to zoning in SimCity. Meier and Shelley went back and forth with this, with Shelley providing suggestions based on his playthrough and acting as the game's producer, and Meier coding and reworking the game to address these points, and otherwise without involvement of other MicroProse staff. During this period, Stealey and the other managers became concerned that this game did not fit MicroProse's general catalog as strategy computer games had not yet proven successful. A few months into the development, Stealey requested them to put the project on hold and complete Covert Action, after which they could go back to their new game. Meier and Shelley completed Covert Action which was published in 1990.