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Originals

Originals

The Rise of Civilization: How Microprose’s Series Blossomed Into Something Special

With the pending release of Civilization V days away, we here at GameZone wanted to pay tribute to Sid Meier’s long-running series with a historica

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Posted by: Robert Workman

With the pending release of Civilization V days away, we here at GameZone wanted to pay tribute to Sid Meier’s long-running series with a historical perspective as to how the series has grown over the years. Starting out as a PC affair, and growing into a spectacular brand that has attracted millions of would-be civilization creators through turn-based strategy action, let’s go back to where it all began…

Civilization (1991 - PC, Sega Saturn, Super Nintendo)

In 1991, Sid Meier finished work on the original Civilization for Microprose. In it, you begin your journey way back in 4000 BC, given the opportunity to expand and develop your empire from the ground up. What was great about Civilization is that the game progressed with you, introducing not only new items to use, but also new evolutions into culture. Eventually, your civilization would adapt to more modern times. This would come through micromanagement, watching the little things and making suitable changes so that your culture would essentially grow with the times. You can choose from a number of civilizations, from America to England to Zululand, if you’re feeling like taking control of Shaka Zulu.

The game turned out to be a success, and several other versions followed, including console ports for Super NES, PlayStation and Sega Saturn, along with a specifically modified multiplayer-only version, dubbed CivNet, featuring play across LAN systems, as well as direct serial link. Many open source versions also followed among an avid PC community, including Freeciv and C-Evo.

However, the game wasn’t without its controversial points. Many complained that, by using more powerful ancient units and multiplication modifiers, you could easily dominate any given army in the game. Case in point, here’s an example taken from the Civilization II manual…

“Veteran players of Civilization were occasionally disconcerted when a veteran phalanx unit fortified behind city walls on a mountain would defeat an attacking battleship. Mathematically it was possible but the image just didn’t sit right. How could ancient spearmen destroy a modern steel warship?”

It’s a questionable argument, but that doesn’t stop the game from being thoroughly enjoyable. And it was just beginning to find its footing…

Civilization II (1996 - PC; 1998 - PS1)

Sadly, the follow-up to Civilization didn’t have any involvement from Sid Meier. However, that didn’t stop the talented team at Microprose from giving it its finest effort. Featuring a number of new civilizations (among them Vikings, Spanish and Sioux), a number of AI tweaks (so that the opposition would put up a better fight without the advanced units) and improved graphics, it definitely hit the spot with the Civilization community.

This entry in the series would also see a couple of expansion packs to enhance the gameplay. The first, Civilization II: Fantastic Worlds, added all new scenarios, ranging from colonizing on Mars (yes, Mars – call Arnold Schwarzenegger) to commanding Goblins and Mermen in Midgard. The second, Conflicts In Civilization, features 20 new scenarios and better scenario scripting. Both were included in the repackaging of the game, Civilization II: Multiplayer Gold Edition.

Civilization III (2001 - PC)

When the 2000’s came around, Firaxis Games was ready with an all new Civilization game, Civilization III. Once again, it bared Sid Meier’s name, even though he had little to do with the game’s development. Like previous editions, you’re still toiling away at your dream civilization, working through empire management and scientific research to better your people, even if that means putting up with occasional unrest (not all citizens are happy with your progress) and opposition from fellow cultures. The game also introduced Great Wonders, icons that can be used to better civilizations while, if razed by someone else, would be destroyed (Like the Saddam Hussein statue when Iraq was overtaken, remember?). These included such thinks as Battlefield Medicine and Wall Street.

Despite some glitches with the initial game’s release, Civilization III struck quite well with audiences and critics everywhere, and became a best-seller for everyone involved, including Infogrames (who distributed the game at the time). That would eventually lead to…

Civilization IV (2005 - PC)

Sid Meier would make his return to Civilization, aiding lead designer Soren Johnson to make this new version for PC the best one yet. Once again, you’re building your dream empire, starting way back in 4,000 BC yet again and working your way from a single city to a looming empire. There are now five different ways for you to win, however. You can conquer all remaining civilizations, control a majority of the world’s land and population, landing a “sleeper ship” somewhere in the Alpha Centauri star system (proving you can in fact conquer areas outside of Earth), increase Culture ratings of three different cities to the rank of “legendary” or winning a popular election in the United Nations and earning the rank of “World Leader”.

Along with a heavy amount of diplomacy (where influence is everything), Civ IV also introduced religion, in which people have their certain beliefs within your culture, ranging from Buddhism to Christianity to Taoism. These religions manage to affect gameplay, particularly when it comes to creating holy cities or revealing a Great Prophet. Although you won’t earn any bonuses by using religion in the game, it does expand gameplay rather significantly, and adds a unique theme that hasn’t been played out in Civilization games before.

Civ IV would also mark the first time that 2K Games would publish the series, snagging the rights from a struggling Infogrames and Atari. It would turn out to be a huge success for them, especially with the release of two follow-up expansion packs – Warlords and Beyond the Sword. An additional follow-up, Colonization, would follow as well, a remake of Meier’s previously released in 1994. The game would be met with high praise and huge sales from its loyal fan base. But 2K Games wasn’t done yet.

Civilization Revolution (2008 - PlayStation 3, Xbox 360, Nintendo DS)

In 2008, 2K Games opted to release a Civilization game specifically for consoles, titled Civilization: Revolution. Sid Meier jumped on board as designer for the game, which came out for PlayStation 3, Xbox 360 and Nintendo DS. Meier was particular happy about this entry in the series, stating, “This is the game I’ve always wanted to make.” It contains many elements from the Civilization series, modified to work in perfect harmony with movements from game controllers, rather than commands through a keyboard. Like other versions, it features many scientific elements and culture-building strategies, along with a number of cultures to choose from. It also features multiplayer across Xbox Live and PlayStation Network, should you feel like challenging fellow groups.

Despite the fact it didn’t do big gang-buster sales on consoles, it still did well enough to warrant continued interest in the series. It also garnered big attention from game critics. with many giving praise to how well the game controls worked. It’s definitely a lot of fun, if you don’t have an elaborate PC set-up to check out the other games.

And, of course, that leads up to this year’s release…

Civilization V (2010 - PC)

Due for release later this month, Civilization V brings many changes to the series. Instead of using the traditional square-area system (where parts of the city were squared off to make movement across the grid much easier) it now utilizes a hexagonal tile system, making movement a little more multi-directional. Furthermore, many elements have been tinkered with in this latest edition, including religion and espionage, so that there’s a better balance when it comes to taking on enemies and managing your culture. The combat system will see the biggest changes of all, however. You won’t be able to “stack” military units anymore, but cities will now be able to defend themselves with their own arms, attacking any enemies who get near.

In addition, Firaxis and 2K Games will introduce new computer-controlled city-states, in which you can either work with via trade, talk with through diplomacy, or all out invade for conquest. But don’t expect them to be pushovers. 2K has them primed for battle. In addition, you’ll be able to modify features through community and modding as well, should you decide to create a battle utilizing your own rules.

Civilization V should have the best presentation in the series to date as well, with updated visuals and a beautiful soundtrack. Don’t be surprised if it’s a best seller this holiday season.

In short, Civilization has come a long way since its introduction in the early '90s, and if Firaxis, 2K and Sid Meier have their way, you’ll be building communities for a long time to come. Just don't drop the atomic bomb unless you absolutely need to.

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