Personal computers The 1990s

Documented to the month

Civilization asks players to guide a society for millennia

Sid Meier's strategy game handed players a single group of settlers and several thousand years, asking them to manage research, cities, armies and diplomacy. Its interlocking systems and long sessions defined a durable computer genre.

Released for MS-DOS computers; conversions to other systems followed

Entry 75 of 164 in the record

What happened

The premise was absurdly large for a machine of the period: begin in prehistory with one group of settlers and continue until spaceflight, deciding along the way what to build, what to study and whom to fight. What made it work was that almost nothing happened in isolation. Roads changed trade, trade funded research, research unlocked units and buildings, and unhappy cities could quietly undo a military advantage. Each decision was small and cheap, and the accumulation produced a story the player could recount afterward.

MicroProse had made its name on flight simulators, and the design's roots showed in its willingness to let players tinker rather than follow a script. Bruce Shelley worked with Meier on rules and balance, drawing on board game experience, and the two iterated by playing constantly and cutting whatever turned out to be dull. The result was notoriously hard to put down, a quality players described in language usually reserved for bad habits, and a phrase about one more turn attached itself to the genre permanently.

Turn-based strategy on a personal computer had advantages no console could match: a keyboard, a mouse, a screen full of readable information and a player content to sit for hours. Sequels arrived across four decades under several publishers, the design was widely imitated, and its technology tree became a standard way for software to depict historical progress. Historians have since argued about how the model simplifies the past, which is itself a measure of how seriously it was taken.

The world at the time

Computer strategy in 1991 mostly meant wargames aimed at enthusiasts, sold in thick boxes with thicker manuals. Personal computers were becoming standard household equipment in the United States, with mice, hard drives and enough memory for something ambitious. Consoles were winning the mass audience, so publishers chasing depth aimed at the desk rather than the television.

Historical significance

Grand historical strategy became a commercial genre rather than a hobbyist one. The design proved that systems interlocking at several scales, city, empire and era, could be made legible to a general audience, and it established the technology tree as a way of representing progress that software still borrows.

What it changed

The series continued for decades and remains commercially significant, while its structure spread into city builders, space strategy and empire games generally. Meier's approach to iterative design and to offering players interesting decisions became widely taught. Educators adopted the format for history and geography, and scholars use it as a case study in how simulations make arguments.

Sources consulted

  1. Sid Meier's Memoir!: A Life in Computer Games Sid Meier · W. W. Norton · 2020
  2. Replay: The History of Video Games Tristan Donovan · Yellow Ant · 2010
  3. The Ultimate History of Video Games Steven L. Kent · Three Rivers Press · 2001

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction