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==Development== ===Prior ''Civilization''-named games=== British designer [[Francis Tresham (game designer)|Francis Tresham]] released his ''[[Civilization (1980 board game)|Civilization]]'' board game in 1980 under his company Hartland Trefoil. [[Avalon Hill]] had obtained the rights to publish it in the United States in 1981.<ref name="gamasutra"/> There were at least two attempts to make a computerized version of Tresham's game prior to 1990. [[Danielle Bunten Berry]] planned to start work on the game after completing ''[[M.U.L.E.]]'' in 1983, and again in 1985, after completing ''[[The Seven Cities of Gold (video game)|The Seven Cities of Gold]]'' at [[Electronic Arts]]. In 1983 Bunten and producer [[Joe Ybarra]] opted to first do ''Seven Cities of Gold''. The success of ''Seven Cities'' in 1985 in turn led to a sequel, ''[[Heart of Africa]]''. Bunten never returned to the idea of ''Civilization''.<ref>{{cite web|url=http://www.mobygames.com/game/sid-meiers-civilization/trivia |title=Game Trivia for Sid Meier's Civilization |publisher=Mobygames.com |access-date=November 6, 2013 |url-status=live |archive-url=https://web.archive.org/web/20140202152822/http://www.mobygames.com/game/sid-meiers-civilization/trivia |archive-date=February 2, 2014 }}</ref> [[Don Daglow]], designer of ''[[Utopia (1981 video game)|Utopia]]'', the first [[simulation game]], began work programming a version of ''Civilization'' in 1987. He dropped the project, however, when he was offered an executive position at [[Broderbund]], and never returned to the game.<ref>{{cite web|url=http://www.gamasutra.com/php-bin/news_index.php?story=11228 |title=Column: 'Playing Catch Up: Stormfront Studios' Don Daglow' |author=Alistair Wallis |website=[[Gamasutra]] |date=October 19, 2006 |access-date=January 20, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20140218222221/http://www.gamasutra.com/php-bin/news_index.php?story=11228 |archive-date=February 18, 2014 }}</ref> ===Development at MicroProse=== [[File:Sid meier bruce shelley gdc 2017.jpg|thumb|right|Sid Meier (left) and Bruce Shelley at the 2017 [[Game Developers Conference]]]] [[Sid Meier]] and [[Bill Stealey]] co-founded [[MicroProse]] in 1982 to develop [[flight simulator]]s and other military strategy video games based on Stealey's past experiences as a [[United States Air Force]] pilot.<ref name="gamasutra"/> Around 1989, Meier wanted to expand his repertoire beyond these types of games, as just having finished ''[[F-19 Stealth Fighter]]'' (1988, 1990), he said "Everything I thought was cool about a flight simulator had gone into that game."<ref name=gamedesigntheory>{{cite book | last=Rouse III | first=Richard | title=[[Game Design: Theory and Practice|Game Design: Theory & Practice Second Edition]] | publisher=Wordware Publishing | at=pp. 20-39 | year=2005 | isbn=1-55622-912-7 }}</ref> He took to heart the success of the new [[god game]] genre, in particular ''[[SimCity (1989 video game)|SimCity]]'' (1989) and ''[[Populous (video game)|Populous]]'' (1989). Specifically with ''SimCity'', Meier recognized that video games could still be entertaining based on building something up. By then, Meier was not an official employee of MicroProse but worked under contract where the company paid him upfront for game development, a large payment on delivery of the game, and additional royalties on each game of his sold.<ref name="gamasutra"/> MicroProse had hired a number of Avalon Hill game designers, including [[Bruce Shelley]]. Among other works, Shelley had been responsible for adapting the railroad-based ''[[1829 (board game)|1829]]'' board game developed by Tresham into ''[[1830: The Game of Railroads and Robber Barons]]''. Shelley had joined MicroProse finding that the board game market was weakening in contrast to the video game market, and initially worked on ''F-19 Stealth Fighter''. Meier recognized Shelley's abilities and background in game design and took him on as personal assistant designer to brainstorm new game ideas. The two initially worked on ideas for ''[[Sid Meier's Covert Action|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. Meier and Shelley had started a sequel to ''Railroad Tycoon'' shortly after its release, but Stealey canceled the project.<ref name="gamasutra"/> One positive aspect both had taken from ''Railroad Tycoon'' was the idea of multiple smaller systems working together at the same time and the player having to manage them.<ref name=gamedesigntheory/> Both Meier and Shelley recognized that the complex interactions between these systems led players to "make a lot of interesting decisions", and that ruling a whole civilization would readily work well with these underlying systems. Some time later, both discussed their love of the original ''[[Empire (1977 video game)|Empire]]'' computer games, and Meier challenged Shelley to give him ten things he would change about ''Empire''; Shelley provided him with twelve. Around May 1990, Meier presented Shelley with a 5-1/4" [[floppy disk]] which contained the first prototype of ''Civilization'' based on their past discussions and Shelley's list.<ref name="arstech gdc2017">{{Cite web|url=https://arstechnica.com/gaming/2017/03/sid-meier-tells-civilizations-origin-story-cites-childrens-history-books/ |title=Sid Meier tells Civilization's origin story, cites children's history books |first=Sam |last=Mackovech |date=March 3, 2017 |access-date=March 3, 2017 |work=[[Ars Technica]] |url-status=live |archive-url=https://web.archive.org/web/20170303214459/https://arstechnica.com/gaming/2017/03/sid-meier-tells-civilizations-origin-story-cites-childrens-history-books/ |archive-date=March 3, 2017 }}</ref> Meier described his development process as sculpting with clay.{{r|pcgamesn20200901}} His prototype took elements from ''Empire'', ''Railroad Tycoon'', ''SimCity'' and the ''Civilization'' board game.<ref name="arstech gdc2017"/> This initial version of this game was a real-time simulation, with the player defining zones for their population to grow similar to zoning in ''SimCity''.<ref name="gamasutra"/> Meier and Shelley went back and forth with this, with Shelley providing suggestions based on his playthrough and acting as the game's producer, and Meier coding and reworking the game to address these points, and otherwise without involvement of other MicroProse staff.<ref name="gamasutra"/> During this period, Stealey and the other managers became concerned that this game did not fit MicroProse's general catalog as strategy computer games had not yet proven successful.<ref name="arstech gdc2017"/> A few months into the development, Stealey requested them to put the project on hold and complete ''Covert Action'', after which they could go back to their new game. Meier and Shelley completed ''Covert Action'' which was published in 1990.<ref name="gamasutra"/> [[File:Freeciv-2.1.8 technology tree.png|right|thumb|Meier introduced a [[technology tree]] in ''Civilization'', similar to this one from the open-source variation, ''[[Freeciv]]'', to create non-linear ways to play the game.]] Once ''Covert Action'' was released, Meier and Shelley returned to the prototype. The time away from the project allowed them to recognize that the real-time aspect was not working well, and reworked the game to become turn-based and dropped the zoning aspect,<ref name="gamasutra"/> a change that Meier described as "like tossing the clay in the trash and getting a new lump".{{r|pcgamesn20200901}} They incorporated elements of city management and military aspect from ''Empire'', including creating individual military units as well as settler units that replaced the functionality of the zoning approach.<ref name="gamasutra"/> Meier felt adding military and combat to the game was necessary: "The game really isn't about being civilized. The competition is what makes the game fun and the players play their best. At times, you have to make the player uncomfortable for the good of the player."{{r|cgw199307}} 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. Meier felt players would be able to use the technology tree to adopt a style of play and from which they could use technologies to barter with the other opponents.<ref name="gamasutra"/> 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."<ref name="gamasutra"/><ref name="arstech gdc2017"/> ''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".<ref name="brooks199405">{{Cite magazine |last=Brooks |first=M. Evan |date=May 1994 |title=Pachyderm Platoon |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=118 |magazine=Computer Gaming World |pages=166, 168 }}</ref> Meier described the process as "Add another bit [of clay]—no, that went too far. Scrape it off".{{r|pcgamesn20200901}} He eliminated the potential for any [[fall of civilization|civilization to fall on its own]], believing this would be punishing to the player.{{r|cgw199307}} "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 [[savescumming|reload from a saved game]]".<ref name="pcgamesn20200901">{{Cite web |last=Scott-Jones |first=Richard |date=2020-09-01 |title=An excerpt from Sid Meier's Memoir! on the making of Civilization |url=https://www.pcgamesn.com/sid-meiers-memoir-civilization |access-date=2020-10-05 |website=PCGamesN |language=en-GB}}</ref> Meier omitted multiplayer alliances because the computer used them too effectively, causing players to think that it was cheating. He said that by contrast, minefields and minesweepers caused the computer to do "stupid things ... If you've got a feature that makes the AI look stupid, take it out. It's more important not to have stupid AI than to have good AI". Meier also omitted jets and helicopters because he thought players would not find obtaining new technologies in the endgame useful, and online multiplayer support because of the small number of online players ("if you had friends, you wouldn't need to play computer games"); he also did not believe that online play worked well with turn-based play.<ref name="cgw199307">{{cite news|url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=108 |title=The 7th International Computer Game Developers Conference |magazine=Computer Gaming World |date=July 1993 |access-date=July 12, 2014 |pages=34 |url-status=live |archive-url=https://web.archive.org/web/20140714200342/http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=108 |archive-date=July 14, 2014 }}</ref> The game was developed for the IBM PC platform, which at the time had support for both 16-color [[Enhanced Graphics Adapter|EGA]] to 256-color [[Video Graphics Array|VGA]]; Meier opted to support both 16-color and 256-color graphics to allow the game to run on both EGA/Tandy and VGA/MCGA systems.<ref name="gamasutra">{{cite web |date=July 18, 2007 |first=Benj |last=Edwards |url=https://www.gamedeveloper.com/design/the-history-of-civilization |title=The History of Civilization|website=[[Gamasutra]] |access-date=April 16, 2021 |url-status=live| archive-url=https://web.archive.org/web/20140222210101/http://www.gamasutra.com/view/feature/1523/the_history_of_civilization.php?print=1 |archive-date=February 22, 2014 }}</ref> "I’ve never been able to decide if it was a mistake to keep Civ isolated as long as I did", Meier wrote; while "as many eyes as possible" are beneficial during development, Meier and Shelley worked very quickly together, combining the roles of [[playtest]]er, [[game design]]er, and programmer.{{r|pcgamesn20200901}} Meier and Shelley neared the end of their development and started presenting the game to the rest of MicroProse for feedback towards publication. This process was slowed by the current vice president of development, who had taken over Meier's former position at the company. This vice president did not receive any financial bonuses for successful publication of Meier's games due to Meier's contract terms, forgoing any incentive to provide the needed resources to finish the game.<ref name="gamasutra"/> The management had also expressed issue with the lack of a firm completion date, as according to Shelley, Meier would consider a game completed only when he felt he had completed it.<ref name="vb shelley"/> Eventually the two got the required help for publication, with Shelley overseeing these processes and Meier making the necessary coding changes.<ref name="vb shelley">{{Cite web|url=https://venturebeat.com/2016/02/25/how-bruce-shelley-brought-a-board-gamers-view-to-designing-civilization/ |title=How Bruce Shelley brought a board gamer's view into designing Civilization |first=Dean |last=Takahashi |date=February 25, 2016 |access-date=September 21, 2016 |work=[[Venture Beat]] |url-status=live |archive-url=https://web.archive.org/web/20160826055618/http://venturebeat.com/2016/02/25/how-bruce-shelley-brought-a-board-gamers-view-to-designing-civilization/ |archive-date=August 26, 2016 }}</ref> "One of my big rules has always been, 'double it, or cut it in half{{' "}}, Meier wrote. He cut the map's size in half less than a month before ''Civilization''{{'s}} release{{r|pcgamesn20200901}} after playtesting revealed that the previous size was too large and made for boring and repetitive gameplay. Other automated features, like city management, were modified to require more player involvement.<ref name="gamasutra"/>{{r|cgw199307}} They also eliminated a secondary branch of the technology tree with minor skills like [[beer brewing]],{{r|pcgamesn20200901}} and spent time reworking the existing technologies and units to make sure they felt appropriate and did not break the game. Most of the game was originally developed with art crafted by Meier, and MicroProse's art department helped to create most of the final assets, though some of Meier's original art was used. Shelley wrote out the "Civilopedia" entries for all the elements of the game and the game's large manual.<ref name="gamasutra"/> {{external media|video1=[https://www.youtube.com/watch?v=XwUM33VJRbY Interview with Sid Meier on the development of ''Civilization''], from ''[[Ars Technica]]'' in 2019}} The name ''Civilization'' came late in the development process.<ref name="gamasutra"/> MicroProse recognized at this point the 1980 ''Civilization'' board game may conflict with their video game, as it shared a similar theme including the technology tree. Meier had noted the board game's influence but considered it not as great as ''Empire'' or ''SimCity'',<ref name=gamedesigntheory/> while others have noted significant differences that made the video game far different from the board game such as the non-linearity introduced by Meier's technology tree. To avoid any potential legal issues, MicroProse negotiated a license to use the ''Civilization'' name from Avalon Hill.<ref name="gamasutra"/> The addition of Meier's name to the title was from a current practice established by Stealey to attach games like ''Civilization'' that diverged from MicroProse's past catalog to Meier's name, so that players that played Meier's combat simulators and recognized Meier's name would give these new games a try. This approach worked, according to Meier, and he would continue this naming scheme for other titles in the future as a type of branding.<ref name="glixel meier">{{cite web|url=http://www.glixel.com/interviews/civilization-creator-sid-meier-i-didnt-really-expect-to-be-a-game-designer-w480988 |title='Civilization' Creator Sid Meier: "I Didn't Really Expect to be a Game Designer" |date=May 8, 2017 |access-date=May 8, 2017 |work=[[Glixel]] |first=Chris |last=Sullentrop |url-status=live |archive-url=https://web.archive.org/web/20170508214138/http://www.glixel.com/interviews/civilization-creator-sid-meier-i-didnt-really-expect-to-be-a-game-designer-w480988 |archive-date=May 8, 2017 }}</ref> By the time the game was completed and ready for release, Meier estimated that it had cost $170,000 in development.<ref name="glixel meier"/> ''Civilization'' was released in September 1991. Because of the animosity that MicroProse's management had towards Meier's games, there was very little promotion of the title, though interest in the game through word-of-mouth helped to boost sales. Following the release on the IBM PC, the game was ported to other platforms; Meier and Shelley provided this code to contractors hired by MicroProse to complete the ports.<ref name="gamasutra"/> ===''CivNet''=== ''Civilization'' was released with only [[single-player]] support, with the player working against multiple computer opponents. In 1991, Internet or online gaming was still in its infancy, so this option was not considered in ''Civilization''{{'s}} release.<ref name="cgw199307"/> Over the next few years, as home Internet accessibility took off, MicroProse looked to develop an online version of ''Civilization''. This led to the 1995 release of ''Sid Meier's CivNet''. ''CivNet'' allowed for up to seven players to play the game, with computer opponents available to obtain up to six active civilizations. Games could be played either on a turn-based mode, or in a simultaneous mode where each player took their turn at the same time and only progressing to the next turn once all players have confirmed being finished that turn. The game, in addition to better support for [[Windows 3.1]] and [[Windows 95]], supported connectivity through [[Local area network|LAN]], primitive Internet play, modem, and direct serial link, and included a local [[Hotseat (multiplayer mode)|hotseat]] mode. ''CivNet'' also included a map editor and a "king builder" to allow a player to customize the names and looks of their civilization as seen by other players.<ref name="gamespot civnet"/> According to [[Brian Reynolds (game designer)|Brian Reynolds]], who led the development of ''[[Civilization II]]'', MicroProse "sincerely believed that ''CivNet'' was going to be a much more important product" than the next single-player ''Civilization'' game that he and [[Jeff Briggs]] had started working on. Reynolds said that because their project was seen as a side effort with little risk, they were able to innovate new ideas into ''Civilization II''.<ref>{{cite web|url=http://www.kotaku.com.au/2016/02/remembering-civilization-2-20-years-on/ |title=Remembering Civilization 2, 20 Years On |first=Alex |last=Walker |date=February 4, 2016 |access-date=October 4, 2016 |work=[[Kotaku]] |url-status=dead |archive-url=https://web.archive.org/web/20160929234101/http://www.kotaku.com.au/2016/02/remembering-civilization-2-20-years-on/ |archive-date=September 29, 2016 }}</ref> As a net result, ''CivNet'' was generally overshadowed by ''[[Civilization II]]'' which was released in the following year.<ref name="gamespot civnet">{{cite web|url=http://www.gamespot.com/reviews/civnet-review/1900-2558586/ |title=CivNet Review |first=Trent |last=Ward |date=May 1, 1996 |access-date=September 23, 2016 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20151130033117/http://www.gamespot.com/reviews/civnet-review/1900-2558586/ |archive-date=November 30, 2015 }}</ref> ===Post-release=== ''Civilization''{{'s}} critical success created a "golden period of MicroProse" where there was more potential for similar strategy games to succeed, according to Meier.<ref>{{cite web|url=https://venturebeat.com/2016/02/18/civilization-25-years-66-versions-33m-copies-sold-1-billion-hours-played/ |title=Civilization: 25 years, 33M copies sold, 1 billion hours played, and 66 versions |first=Dean |last=Takahasi |date=February 18, 2016 |access-date=September 21, 2016 |work=[[Venture Beat]] |url-status=live |archive-url=https://web.archive.org/web/20160826055444/http://venturebeat.com/2016/02/18/civilization-25-years-66-versions-33m-copies-sold-1-billion-hours-played/ |archive-date=August 26, 2016 }}</ref> This put stress on the company's direction and culture. Stealey wanted to continue to pursue the military-themed titles, while Meier wanted to continue his success with simulation games.<ref name="gamasutra"/> Shelley left MicroProse in 1992 and joined [[Ensemble Studios]], where he used his experience with ''Civilization'' to design the ''[[Age of Empires]]'' games.<ref name="vb shelley"/> Stealey had pushed MicroProse to develop console and arcade-based versions of their games, but this put the company into debt, and Stealey eventually sold the company to [[Spectrum HoloByte]] in 1993; Spectrum HoloByte kept MicroProse as a separate company on acquisition.<ref name="gamasutra"/> Meier would continue and develop ''[[Civilization II]]'' along with [[Brian Reynolds (game designer)|Brian Reynolds]], who served in a similar role to Shelley as design assistant, as well as help from [[Jeff Briggs]] and Douglas Kaufman. This game was released in early 1996, and is considered the first sequel of any Sid Meier game.<ref name="gamasutra"/> Stealey eventually sold his shares in MicroProse and left the company, and Spectrum HoloByte opted to consolidate the two companies under the name MicroProse in 1996, eliminating numerous positions at MicroProse in the process. As a result, Meier, Briggs, and Reynolds all opted to leave the company and founded [[Firaxis]], which by 2005 became a subsidiary of [[Take-Two]]. After a number of acquisitions and legal actions, the ''Civilization'' brand (both as a board game and video game) is now owned by Take-Two, and Firaxis, under Meier's oversight, continues to develop games in the ''Civilization'' series.<ref name="gamasutra"/>
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