Sid Meier's Civilization® IV
Steam News 20 November 20178y ago

The complete history of Civilization

This article was originally published in PC Gamer issue 311. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US. Welcome to the history of Civilization, a series that…

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addedWelcome to the history of Civilization, a series that has been keeping us up until silly o'clock in the morning since the release of Sid Meier's original game in September 1991. Civ turns all of human history into a playground that you can exploit, turn by turn, to bring your chosen nation to glory. It's a fascinating series because it has been interpreted by a new lead designer in each iteration, including Alpha Centauri's Brian Reynolds, Mohawk Games' Soren Johnson, and of course Sid Meier himself. In the following pages we talk to all of them about how the series has evolved from Civilization through to Civilization VI.
changedCivilizationIn 1991, MicroProse launched Sid Meier’s Civilization, a game that would define turn-based strategy for over two decades, and give birth to a genre that eventually became known as 4X: eXplore, eXpand, eXploit and eXterminate. You probably know someone who has been struck down by One More Turn Syndrome, shackled to their PC at 3am. Maybe it’s you. Meier had no idea what he was starting.

This article was originally published in PC Gamer issue 311. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.

Welcome to the history of Civilization, a series that has been keeping us up until silly o'clock in the morning since the release of Sid Meier's original game in September 1991. Civ turns all of human history into a playground that you can exploit, turn by turn, to bring your chosen nation to glory. It's a fascinating series because it has been interpreted by a new lead designer in each iteration, including Alpha Centauri's Brian Reynolds, Mohawk Games' Soren Johnson, and of course Sid Meier himself. In the following pages we talk to all of them about how the series has evolved from Civilization through to Civilization VI.

Civilization

"We were young, and we had no fear"

In 1991, MicroProse launched Sid Meier’s Civilization, a game that would define turn-based strategy for over two decades, and give birth to a genre that eventually became known as 4X: eXplore, eXpand, eXploit and eXterminate. You probably know someone who has been struck down by One More Turn Syndrome, shackled to their PC at 3am. Maybe it’s you. Meier had no idea what he was starting.

Meier and Bruce Shelley had finished Railroad Tycoon and were looking for another project. They wanted to expand on some of the ideas behind their last game, and Meier had been intrigued by the exploration system found in Empire, the turn-based wargame. It started by giving players a limited view of the world, but that viewpoint gradually unfurled as the world was explored.

“Railroad Tycoon had this sense of being a large-scale game,” Meier recalls. “But we were bold and wondered what’s a bigger, more epic thing we can do? Well, how about the history of civilisation? We were young, and we had no fear.”

It was easier to be fearless then. “The expectations in terms of graphics and team size were different in those days. We did the first half of the work on Civ with just Bruce and I, so we could try things with less risk. It was definitely not something we knew was going to work, but it looked like it would be fun to try.”

While other strategy games were offering up cities or companies as playgrounds, Meier did worry that what they were creating was going to be too much. Too daunting. How do you make a game that spans human history? To start with, they said no to hexes, which wouldn’t make it into the series until Civilization V.

“One of the reasons we used squares for mapping was we thought hexes were too geeky. We went with squares to make things accessible.”

Making Civilization turn-based was an accessibility decision, too. Meier considered creating an RTS, but after testing it, he realised that it didn’t give players enough time to get to grips with its myriad systems. “Development is a journey in itself, and it could have easily gone in different directions. There were a number of things we considered that we didn’t end up doing. Real-time is one of them. I think it’s great to look at Age of Empires, for example, because that’s how the game would have probably progressed if we’d continued down that route.”

Despite being a game of conquest, there’s always

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Steam News / 20 November 2017

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