User Guide

The last major feature to be included was the Space Race. We had tossed
around several ideas for ending the game but eventually returned to space, one of
the earliest ideas. Reaching another planet with colonists from Earth made an
excellent culmination for the history of humankind on our planet.
Like Railroad Tycoon, Civilization has been a great project to work on. In fact,
important work has often been delayed because it was so much fun to play.
Civilization has proven to be extraordinarily popular with our colleagues here at
MPS Labs, and that’s a good sign. With so many cool features and interesting
decisions, plus an endless supply of new worlds, we are certain that Civilization is
the last game you’ll ever need. But, just in case you disagree, we’ll start on
something new as soon as this one goes out the door.
Sid Meier
Bruce Shelley
September 11, 1991
With all of these duties falling to the player, we felt that we had come up with a
mix of interesting decisions that would keep the player challenged, and result in a
game that was fun and addictive.
Another major concept that we wanted to borrow from Railroad Tycoon was
the variability of worlds that made every game different. This worked very well, as
in the previous game, making the play fresh each time.
We also decided early on to include the hidden map. We found that this
contributed significantly to the fun and interest of play. Another feature that Sid
developed was the Civilopedia, the on-line encyclopedia of game concepts. We
thought this would especially help new players.
Most of these game features were in place in a rough form by the end of the
winter of 1990-1991. Thereafter work proceeded mainly by the trial and error
process of coding, testing, reviewing, and re-coding. Through the spring and
summer a new version appeared every day or so, and the design became more
refined. We made adjustments in the list of technology advances, we juggled their
relationships, we made changes in the types and values of military units, we
adjusted the time length of turns, we curbed the danger presented by barbarians,
and, most critically, we continually improved the artificial intelligence of the rival
civilizations.
Among the interesting features that didn’t make the final cuts were ocean
minefields that could be laid by Ironclads; alcoholic beverages (proposed by some
as a major impetus for the first permanent settlements); Solar Power Plants;
Fighter-Bombers 8-8-8(32); the Super Highways Wonder that speeded road
building; Charlemagne, king of the Franks; and a much more detailed spaceship.
The most important feature that went in as the game neared completion was
the concept of trade routes established by Caravans. This helped with the
generation of knowledge and the establishment of strong economies. It also
encouraged exploration and diplomacy.
Also important was the home city concept, especially under the Republic or
Democracy. Originally, military units cost $2 maintenance each under these
governments, then only $1 if they were fortified or on sentry duty. When military
units caused unhappiness instead, this seemed to work more as one would expect.
It became more difficult to wage war under these governments and provided an
interesting trade-off for the improved economic performance.
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CIVILIZATION
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CIVILIZATION
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