Skip to content
Classic Games

Civilization

One more turn

Sid Meier's Civilization let players guide a society from the Stone Age to the Space Age, creating the 4X genre and one of gaming's most addictive formulas.

pcAmiga strategy4xsimulation 1991

Overview

Civilization (1991) asked: what if you could play all of human history? Sid Meier and Bruce Shelley created a game where players founded cities, researched technologies, waged wars, and built Wonders—all while competing against rival civilizations. The “one more turn” compulsion it created has kept players awake for decades.

Fast facts

  • Developer: MicroProse.
  • Designers: Sid Meier, Bruce Shelley.
  • Original platform: PC (1991).
  • Genre: established the “4X” category (explore, expand, exploit, exterminate).

Core systems

SystemFunction
CitiesPopulation centres, production
TechnologyUnlock units, buildings, abilities
CombatUnit-based warfare
DiplomacyTrade, treaties, war
WondersUnique civilization bonuses

Technology tree

Research unlocked progress:

  • Ancient era: The Wheel, Writing, Bronze Working
  • Medieval: Feudalism, Gunpowder, Banking
  • Industrial: Steam Power, Electricity, Railroads
  • Modern: Nuclear Power, Space Flight

Victory conditions

Multiple paths to winning:

VictoryRequirement
ConquestEliminate all opponents
Space RaceLaunch colony ship to Alpha Centauri
ScoreHighest points at 2050 AD

Civilizations

Playable nations with unique traits:

  • Romans, Greeks, Egyptians
  • Americans, Russians, Chinese
  • And many more across versions

”One more turn”

The addictive loop:

  1. End turn
  2. See results of decisions
  3. New opportunities appear
  4. Need to address them
  5. “Just one more turn…”

Franchise

GameYearInnovation
Civilization1991Original formula
Civ II1996Expanded depth
Civ III2001Culture, resources
Civ IV2005Religion, Firaxis
Civ V2010Hex grid, one unit per tile
Civ VI2016Districts, continued evolution

Influence

Civilization spawned:

  • Entire 4X genre
  • Alpha Centauri (spiritual successor)
  • Countless imitators and derivatives
  • Strategy game design philosophy

See also