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 following civilizations appear in the game: Americans, Aztecs, Babylonians, English, Egyptians, French, Germans, Greeks, Chinese, Indians, Mongols, Romans, Russians and Zulus.
In contrast to later games in the Civilization series, this is largely a cosmetic choice, affecting titles, city names, musical heralds, and color.
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.
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.
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.
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.
"[10] Meier also opted to include a technology tree that would help to open the game to many more choices to the player as it continued, creating a non-linear experience.
[2] While the game relies on established recorded history, Meier admitted he did not spend much time in research, usually only to assure the proper chronology or spellings; Shelley noted that they wanted to design for fun, not accuracy, and that "Everything we needed was pretty much available in the children’s section of the library.
"[2][8] Computer Gaming World reported in 1994 that "Sid Meier has stated on numerous occasions that he emphasizes the 'fun parts' of a simulation and throws out the rest".
[10] "Though historically accurate", Meier said, "The moment the Krakatoa volcano blew up, or the bubonic plague came marching through, all anybody wanted to do was reload from a saved game".
[14] Civilization's critical success created a "golden period of MicroProse" where there was more potential for similar strategy games to succeed, according to Meier.
[2] Meier would continue and develop Civilization II along with Brian Reynolds, who served in a similar role to Shelley as design assistant, as well as help from Jeff Briggs and Douglas Kaufman.
This high level of interest has led to the creation of a number of free and open source versions and inspired similar games by other commercial developers.
The scope is enormous, the strategies border on being limitless, the excitement is genuinely high, and the experience is worth every dime of the game's purchase price.
The blend of exploration, economics, conquest and diplomacy is augmented by the quintessential research and development model, as you struggle to erect the Pyramids, discover gunpowder, and launch a colonization spacecraft to Alpha Centauri.
Just when you think the game might bog down, you discover a new land, a new technology, another tough foe - and you tell yourself, "just one more game", even as the first rays of the new sun creep into your room ... the most acute case of game-lock we've ever felt.A critic for Next Generation judged the Super NES version to be a disappointing port, with a cumbersome menu system (particularly that the "City" and "Production" windows are on separate screens), an unintuitive button configuration, and ugly scaled down graphics.
"[19] Sir Garnabus of GamePro, in contrast, was pleased with the Super NES version's interface, and said the graphics and audio are above that of a typical strategy game.
"[39] That same year, PC Gamer UK named its Windows release the sixth best computer game of all time, calling it Sid Meier's "crowning glory".
[12] In 2022, The Strong National Museum of Play inducted Sid Meier’s Civilization to its World Video Game Hall of Fame.
[47] Civilization is generally considered the first major game in the genre of "4X", with the four "X"s equating to "explore, expand, exploit, and exterminate", a term developed by Alan Emrich in promoting 1993's Master of Orion.
[21] A famous supposed bug in the original game - later debunked - is that a computer-controlled Gandhi, normally a highly peaceful leader, could become a nuclear warmonger if provoked.
[49][50] Interviewed in 2019, developer Brian Reynolds said with "99.99% certainty" that this story was apocryphal, recalling Gandhi's coded aggression level as being no lower than other peaceful leaders in the game, and doubting that a wraparound would have had the effect described.
He noted that all leaders in the game become "pretty ornery" after their acquisition of nuclear weapons, and suggested that this behaviour simply seemed more surprising and memorable when it happened to Gandhi.
[51] Meier, in his autobiography, stated "That kind of bug comes from something called unsigned characters, which are not the default in the C programming language, and not something I used for the leader traits.
[52][53] The story may have originated from the fact that 2010's Civilization V was deliberately written with Gandhi having an affinity for nuclear weapons, added as a joke by developer Jon Shafer.
Meier noted that this resulted from not anticipating how players would use units, expecting them to have used their forces more like a war-based board game to protect borders and maintain zones of control rather than creating "stacks of doom".
[55] That year MicroProse published Master of Magic, a similar game but embedded in a medieval-fantasy setting where instead of technologies the player (a powerful wizard) develops spells, among other things.