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A Journey Through the Civilization Game Franchise

  • from PLITCH
  • 29.01.2025

For more than three decades, the Civilization series has invited gamers to shape the destiny of nations, from the dawn of humanity to the brink of interstellar colonization. What began in 1991 as a bold experiment in turn-based strategy has become one of the most influential and beloved franchises in gaming history. With Civilization VII set to launch on February 11, 2025, there’s no better time to look back at the milestones that have made this series a cornerstone of the 4X genre.

The Dawn of Civilization: Sid Meier’s Vision

The franchise began with Sid Meier’s Civilization, a game that transformed strategy gaming forever. Developed under MicroProse, the studio co-founded by Sid Meier, the game combined elements of city management, global conquest, and technological advancement into a seamless turn-based experience. Inspired by board games like Risk and the emerging “god game” genre defined by titles like SimCity and Populous, Meier created a game where players could guide a civilization from prehistory to the space age.

Image: Microprose

Sid Meier’s name in the title wasn’t just for show—it was a strategic move by MicroProse to highlight Meier’s reputation as a visionary game designer. The first Civilization game laid the groundwork for the series’ success with mechanics like the tech tree, city-building, and the introduction of multiple victory conditions.

Civilization (1991)

Civilization (1991) Screen

Civilization was born from Sid Meier and Bruce Shelley’s ambition to build on the ideas of their previous game, Railroad Tycoon. Inspired by the exploration mechanics of Empire, they created a game that spanned human history. It started as a small, low-risk project, developed by just the two of them in its early stages.

To make the game accessible, they opted for squares instead of hexes for the map (hexes would not appear until Civ V) and kept the gameplay turn-based, as real-time systems felt too overwhelming for players to engage with its many systems. The game focused on optimism and fun, avoiding controversial topics like slavery.

The first Civilization introduced recognizable leaders like Napoleon and Gandhi, which helped players connect with the game world. Although the AI personalities were basic, players often read more depth into them than was actually there. The addictive “One More Turn” loop quickly became a hallmark of the series. Sid Meier realized the game’s potential when playtesters within the company couldn’t stop playing, a sentiment echoed by players upon its release.

Expanding the Empire: The Sequels and Spin-offs

Civilization II (1996)

Civilization II Gameplay

Civilization II (1996) was developed under the direction of Brian Reynolds, taking inspiration from SimCity 2000 and feedback from Usenet forums. The sequel refined the original formula by introducing alliances, peace treaties, and a more complex diplomatic system, quadrupling the amount of AI code. It also laid the groundwork for the national border system that would become a staple of later entries.

Combat saw significant improvements with the introduction of unit hit points, adding tactical depth, and eliminating unrealistic scenarios, like ancient units defeating modern ones. The game also introduced the ability to mod the game, which quickly became a fan favorite and a franchise hallmark.

Reynolds designed Civilization II to take full advantage of Windows 95, incorporating modular UI elements and a multi-screen layout. This made it one of the first AAA games to be optimized for the platform. However, development challenges meant that multiplayer was left out.

Despite skepticism from Spectrum Holobyte’s new owners, who offered little marketing support, the game’s popularity grew by word of mouth. Sales of 2.5 million copies proved that the series had staying power and paved the way for future sequels.

Civilization III (2001)

Civilization III Gameplay

Civilization III marked the series’ return to its original creators, Firaxis, after legal battles over the franchise’s naming rights. Under the direction of Jeff Briggs, the game was guided by a “thirds” design philosophy: one-third the same, one-third new, and one-third improved. Briggs introduced unique abilities for each civilization, inspired by their historical peaks, which influenced players’ strategies.

The game also added a culture system, allowing for the expansion of borders through shared cultural elements, broadening the series’ focus beyond military domination. Although planned features like Great People and cultural works were cut due to time constraints, these ideas would reappear in later entries.

Despite its innovations, Civilization III faced challenges. Multiplayer wasn’t ready at launch due to resource limitations, and the corruption system—designed to prevent sprawling empires—proved unpopular. Briggs later regretted not removing it entirely. While divisive among veteran players, the game was another success for the franchise, introducing new ideas that laid the groundwork for future titles.

Civilization IV (2005)

Civilizaiton IV Gameplay

Civilization IV represented a new generation for the series under the direction of Soren Johnson. Johnson overhauled each legacy system, introducing religion and overhauling terrain development with more varied resources tied to technologies and eras. This encouraged players to adopt new strategies with each playthrough. The game also simplified unit upgrades, taking inspiration from Alpha Centauri, while maintaining meaningful choices.

A significant leap forward came with the 3D engine, which improved visuals and map clarity. Johnson’s insistence on a chessboard-style grid enhanced navigation despite pushback from the art team. For the first time, the game was designed with multiplayer as a priority, ensuring that all systems worked in both single-player and multiplayer modes. These changes established a blueprint for future entries. Considered a defining moment in the franchise’s history, Civilization IV became the first game to win a Grammy, thanks to Christopher Tin’s iconic theme, Baba Yetu.

Civilization V (2010): Redefining the Formula

Civilization V Gameplay

Civilization V marked a dramatic shift in the series, moving from square grids to hexagonal ones, inspired by lead designer Jon Shafer’s love of games like Panzer General. This change wasn’t just aesthetic—it transformed gameplay by allowing for more strategic unit placement and map utilization.

Another significant change was removing the “stack of doom” and replacing it with a “one-unit-per-tile” system. This made combat more tactical, emphasizing logistics and positioning. Although Shafer now feels that a stacking model might be a better fit for the series, he acknowledges the lasting impact of the unstacking experiment.

The map became central to gameplay in Civ V, with terrain influencing combat and strategic decisions. Players had to consider factors like placing archers on hills or using forests for cover. The game’s “living world” aesthetic was inspired by the vision of art director Dorian Newcomb, who influenced both the visuals and game design.

Powered by a new engine, Civ V featured improved graphics and higher system requirements, allowing the art team to push boundaries. Shafer’s philosophy of bold experimentation is evident in Civ V, as he aimed to push the series in new directions, even if some of the changes were divisive.

Civilization VI (2016)

Civilization VI Gameplay

Civilization VI expanded on the innovations of Civ V while introducing its own groundbreaking features. One of its key additions was the civics tree, which gave culture the same importance as science. Building on the tourism mechanic of Civ V: Brave New World, this system reflected lead designer Ed Beach’s fascination with how civilizations value art and history.

Another major innovation was the unstacking of cities, turning them into sprawling metropolises with specialized districts spread across tiles. Inspired by Beach’s passion for board games, this system encouraged players to consider terrain and adjacency bonuses in their city planning. Development of Civ VI began even before Civ V’s final expansion was completed, with ideas like unstacked cities proposed early on.

Civ VI Gathering Storm Cover

Beach’s team approached the game as a long-term project, with systems like religion, diplomacy, and espionage continuing to evolve after launch. Civ VI’s design philosophy embraced experimentation, transforming the map into a dynamic, interactive space where players could leave their mark. For Beach and his team, Civilization is an ongoing, ever-evolving journey that is never truly finished.

Civ V & VI embraced the rise of DLC, offering expansions like Rise and Fall and Gathering Storm, which introduced concepts like environmental impact and natural disasters. These additions kept the games evolving long after their initial release, cementing the franchise’s status as a living, breathing ecosystem for strategy enthusiasts.

Spin-Offs

Spin-offs like Sid Meier’s Alpha Centauri (1999) explored humanity’s future on alien worlds, while Civilization Revolution (2008) brought streamlined gameplay to consoles and mobile platforms. These projects showcased the versatility of the core formula, even as the main series continued to thrive.

Challenges and Triumphs: Ownership Battles and Industry Impact

The road to success hasn’t always been smooth. Legal battles over the Civilization name in the late 1990s tested the franchise’s future. But Firaxis and its parent company, Take-Two Interactive, emerged victorious, securing full rights to the brand.

The franchise also became a launching pad for several iconic game designers, including Bruce Shelley (Age of Empires) and Soren Johnson (Offworld Trading Company), who left their mark on the strategy genre.

A Legacy of Innovation

As of June 2024, the Civilization series had shipped more than 70 million copies worldwide, a testament to its enduring appeal. The upcoming Civilization VII promises to carry the torch into the future, with fans eagerly anticipating new mechanics, civilizations, and ways to dominate—or cooperate—on the world stage. With each installment, Sid Meier’s philosophy of keeping “one-third old, one-third improved, and one-third new” has kept the games feeling fresh yet familiar.

Civ VII Cover

From the fertile lands of Civilization I to the expansive possibilities of Civilization VI, the series has always been about more than just strategy. It celebrates human ingenuity, progress, and the choices that shape our collective history. Whether you’re a veteran ruler or a curious newcomer, there’s never been a better time to join the legacy of Civilization.


💡 Tip: If you’re looking for other strategy games to sink your teeth into, check out our blog about the best strategy games!