Fact-checked by Grok 2 weeks ago

Civilization II

Sid Meier's Civilization II is a turn-based developed by MPS Labs and published by . Released on February 29, 1996, for Windows 3.x, it serves as the sequel to the game and expands on its core mechanics of guiding a civilization from a single band of settlers through prehistoric eras to the . Players manage resources, build cities, advance technologies, engage in diplomacy, and wage wars against up to seven computer-controlled opponents or human players to achieve victory through conquest, a to Alpha Centauri, or by achieving the highest score. The game introduced several innovations over its predecessor, including an isometric city view for enhanced visual appeal, more detailed diplomatic options with espionage and trade embargoes, and a larger tech tree with 89 advancements leading to 28 wonders of the world. It supports multiplayer modes for up to eight players via hotseat or network play, and features 21 playable civilizations each with unique traits and leaders. Expansions such as Conflicts in Civilization (1996) added new scenarios, while Fantastic Worlds (1997) introduced extended scenarios like a fantasy realm and an extended timeline into the future. Later re-releases, including the Multiplayer Gold Edition in 1998, bundled these expansions and improved compatibility for modern systems. Civilization II received widespread critical acclaim for its depth, replayability, and addictive gameplay, earning a Metacritic score of 94 and awards including Strategy Game of the Year from Computer Gaming World in 1997. PC Gamer US named it the best game of 1996, praising its balanced mechanics and strategic complexity. The title's influence endures in the strategy genre, with its design principles shaping subsequent entries in the Civilization series and inspiring numerous 4X games. It was later ported to platforms like Macintosh in 1997 and PlayStation in 1999, broadening its accessibility.

Gameplay

Core Mechanics

Civilization II employs a turn-based gameplay structure where each turn advances the calendar by a variable number of years, decreasing from centuries in the prehistoric era to single years in , allowing players to methodically manage their civilization's development. During a player's turn, actions are divided into phases for unit movement, production and growth, technological research, and diplomatic interactions, with the game pausing until all players (human or their turns. This structure emphasizes strategic planning over decision-making, enabling players to explore, expand, exploit, and exterminate in a controlled sequence. City management forms the foundation of progression, beginning with founding new settlements using units on that provides balanced resources, such as near for potential. Each exerts influence over a 5x5 radius (21 workable tiles total), where citizens are automatically or manually assigned to labor on surrounding squares to generate three primary resources: for , shields () for building units and improvements, and for , , and luxuries. Players can optimize yields by improving tiles—irrigating plains for +1 or mining hills for +1 shield—and constructing improvements like to accelerate growth or temples to maintain citizen contentment. , such as the Pyramids (which provide a free in every , doubling the food storage capacity and thus accelerating ), provide civilization-wide bonuses once completed in a single . Units represent the , exploratory, and infrastructural arms of the , with movement points dictating how far they can travel per turn (e.g., foot units typically have 1 point, while engineers have 2), modified by costs—plains cost 1 point, mountains 3— and reduced by one-third on roads. occurs when units enter enemy-occupied tiles or attack adjacent ones, incorporating zones of that prevent ground units from passing directly between squares adjacent to enemy forces without engaging. Battles are resolved using a system of (damage dealt per round, such as 1 for most or 2 for ) and hit points (starting values like 10 for or 30 for modern armor), where the attacker and defender exchange damage until one reaches zero hit points, with and status providing defensive bonuses (e.g., +100% in hills or forests). Fortified units in cities or rough gain further protection, and winners may capture enemy units based on type and luck factors. The comprises 89 advances arranged in a branching structure with prerequisites, researched by allocating trade resources to in cities, leading to unlocks for new units, buildings, and improvements—such as Bronze Working enabling phalanxes or The Wheel allowing chariots. Research progresses cumulatively, with random events like great scientists occasionally providing free advances, and players can focus efforts by building libraries (+50% science output) or assigning specialist citizens to research roles. Diplomacy involves negotiating with AI or human opponents through a menu offering trade deals for resources, technology, or maps, as well as forming alliances, declaring , or demanding , with the AI's responses influenced by past interactions and relative strength. Governments, selectable via a process, profoundly impact efficiency: imposes high and ; reduces but requires content citizens; and boost but heighten unhappiness risks; eliminates at the cost of production penalties; and enhances offense while limiting improvements. Each form alters resource outputs, unit support limits, and generation. Victory is achieved through three primary conditions: conquest by eliminating all rival civilizations, the space race by assembling and launching a spaceship to Alpha Centauri (requiring advances like Space Flight and components built in cities), or scoring the highest points by the year 4000 AD, calculated from territory, population, wonders, and technological progress. The game defaults to a 4000 AD deadline if no other condition is met. Maps are procedurally generated at the start, customizable by size (e.g., small with 50x50 tiles or large with 100x80), percentage, (arid to wet), temperature, and age, or selected from predefined scenarios. types— (low food, high trade potential with ), plains (balanced yields), forests (shields but slow movement), hills (defensive bonuses and ), (minimal output), and oceans (food from /whales)—determine base yields, movement costs, and special resources like or , with rivers adding and enabling .

New Features

Civilization II introduced an enhanced screen featuring an view, providing a pseudo-3D perspective of city structures and surrounding for better and . This update included automated specialist assignments, allowing players to designate citizens as in , , or luxury without manual oversight each turn, and new entertainment options like coliseums and theaters to boost . These improvements streamlined and added visual depth to . The happiness system represented a significant , tracking individual citizen moods categorized as unhappy, content, happy, or ecstatic, influenced by factors such as access to luxury resources, specific buildings like temples or cathedrals, and from prolonged conflicts. Insufficient happiness could trigger , halting production and requiring intervention through or government changes to restore order. This mechanic encouraged balanced expansion and diplomatic strategies to maintain societal stability. Corruption and waste mechanics added strategic complexity to empire management, where tax and production outputs in distant cities diminished due to inefficiency, with corruption siphoning and waste reducing shields based on distance from the and type. In large empires, these effects could severely hamper growth, prompting players to establish local governments or wonders like the to mitigate losses and sustain efficiency. The for computer-controlled opponents was refined, incorporating distinct personality traits—such as aggressive expansionism for civilizations like the Zulus or scientific focus for the —that influenced diplomatic behavior, research priorities, and military aggression. Enhanced algorithms allowed units to navigate more effectively, making AI decisions more realistic and challenging across difficulty levels. The game's audio featured a MIDI-based soundtrack composed by Jeff Briggs, with era-specific themes tailored to historical periods and individual civilizations, such as militaristic motifs for the Romans or exploratory tunes for the , enhancing immersion through dynamic musical shifts. Multiplayer functionality expanded play, supporting hotseat mode for turn-based play on a single computer and connections for remote sessions, accommodating up to eight players in simultaneous games. These options fostered competitive and cooperative dynamics beyond solo campaigns. Random events injected unpredictability, including barbarian uprisings that generated hostile units from unsettled areas, the emergence of great leaders to instantly complete production or lead armies, and chance diplomatic contacts revealing map sections or proposing alliances, all of which could alter strategic trajectories mid-game. The was also expanded with 89 advances, integrating new units and improvements for greater progression depth.

Differences from Civilization

Civilization II introduced significant graphical enhancements over its predecessor, transitioning from the original game's 16-color EGA or VGA modes to a 256-color VGA palette that supported higher resolutions up to 800x600. This upgrade enabled more detailed views of the , animated unit sprites that depicted movement and actions, and dynamic animations such as waving forests and rippling water, creating a more immersive visual experience. The combat system underwent a major overhaul, replacing the original's deterministic, single-round resolution—where outcomes were determined solely by unit type strengths and a random die roll with fixed probabilities—with a probabilistic multi-round mechanic based on hit points and . In the first game, battles ended immediately upon resolution, often leading to improbable upsets like a defeating a due to variance in the 1-in-6 chance ; Civilization II mitigated this by allowing units to sustain damage over multiple exchanges, with each successful hit deducting the attacker's from the defender's hit points until one reached zero, making results more predictable while retaining some randomness. City management saw refinements to population growth limits, removing the hard cap present in the original where cities could not exceed size 12 even with aqueducts. In Civilization II, aqueducts permitted expansion beyond size 8, and sewer systems enabled further growth past size 12 without an upper bound, allowing populations to surpass the standard 21-tile workable radius through specialist assignments, provided sufficient food surplus was maintained. This encouraged larger, more productive urban centers without the previous restrictions. Trade mechanics were visualized more intuitively through dynamic arrows overlaying the , illustrating flows along established or freight routes between cities and revealing the direction and relative volume of goods exchange in . These visual cues, absent in the original's abstract resource tracking, helped players optimize routes for maximum , , or tax yields based on distance, , and endpoint size. For added , Civilization II allowed players to customize their ruler's name and select at game start, which determined the displayed leader head portrait—either a male or female version unique to each —along with corresponding advisor videos, contrasting the original's fixed, non-customizable representations. Happiness mechanics were also referenced briefly through these leaders, as council advisors provided counsel on citizen morale influenced by luxuries and type. Unlike the original Civilization, which lacked a built-in scenario editor and relied on community tools for custom maps, Civilization II omitted an integrated editor in its base version, instead providing scenario support through expansion packs like Conflicts in Civilization and Fantastic Worlds, which included pre-made maps and modding utilities for user-created content. Balance adjustments refined progression for smoother gameplay, including revised unit production costs (e.g., reducing early-game warrior expenses while increasing late-game obsolescence penalties), scaled technology research expenses to prevent rushed advancements, and modified wonder effects such as extending the duration of certain global benefits like the Hanging Gardens for sustained early happiness boosts. These changes addressed pacing issues in the original, promoting more strategic depth without overhauling core systems.

Development

Design Process

Development of Civilization II commenced in 1994 at , shortly after the success of , with the project initially titled Civilization 2000 as a direct sequel intended to rectify key shortcomings of the original , particularly its rudimentary that often led to illogical behaviors like erratic diplomatic shifts or unfair advantages. Lead designer Brian Reynolds, guided by Sid Meier's advisory input, emphasized iterative improvements across all systems to ensure no aspect regressed from its predecessor. Prototyping occurred remotely in 1994–1995 while Reynolds's wife was in on a Fulbright scholarship, focusing on core enhancements such as an city view for better visual clarity and a refined system that incorporated luxuries, wonders, and effects to streamline and curb excessive micromanagement of citizen moods and productivity. These changes aimed to make urban expansion more intuitive, allowing players to prioritize over constant adjustments. Technical prototyping also addressed compatibility, optimizing the engine for Windows 3.x and the forthcoming , including integration of (FMV) for advisor sequences and sound effects to leverage emerging hardware without compromising performance on period PCs. The project timeline spanned 1994 to 1996, marked by delays from graphical overhauls like the perspectives and wonder animations, which required extensive refinement to maintain smooth turn-based . Beta testing involved early alpha builds playtested internally at , where balance issues surfaced, particularly in corruption mechanics that penalized distant cities too harshly and diplomacy systems prone to unpredictability; these prompted adjustments to make AI more consistent in negotiations and , such as equitable construction and reduced "cheating" exploits. Inspirations drew from systems-driven sequels like , emphasizing evolutionary design over revolution, while AI enhancements borrowed from strategy titles like for combat balance, though tactical sub-games were ultimately rejected to preserve the core formula.

Key Personnel and Innovations

Brian Reynolds served as the lead designer for Civilization II, overseeing the core design and programming while focusing on enhancing strategic depth and realism in empire management. His contributions included the introduction of a happiness system, where citizen influences productivity and stability based on factors like government type, luxuries, and local improvements, adding layers to simulate societal dynamics. Reynolds also refined the mechanic, reimagined as "waste" that reduces efficiency in distant or poorly managed cities, promoting thoughtful expansion over unchecked growth. Jeff Briggs acted as co-designer, producer, and composer, integrating audio elements that evolved with the game's technological eras through MIDI-based tracks tailored to ancient, medieval, industrial, and modern periods for immersive progression. Douglas Kaufman, credited alongside Reynolds and Briggs for game design, contributed to balancing mechanics and oversaw the addition of multiplayer features, including hot-seat and network play via the CivNet expansion, enabling competitive empire-building. Sid Meier, while not the primary designer, provided advisory input on refining the core gameplay loop, drawing from his original Civilization framework to ensure continuity in strategic decision-making. Key innovations under the team's direction included the Great Library wonder, which automatically grants advances researched by other civilizations, accelerating technological leaps and emphasizing strategic wonder placement. The AI personality system further distinguished opponents by assigning traits such as aggressiveness, expansionism, and industriousness, making leaders like militaristic or perfectionist behave consistently and challengingly.

Release

Initial Release

Sid Meier's Civilization II was released on March 15, 1996, for Windows 3.x. Developed and published by MicroProse, the game launched primarily on PC platforms, establishing its foundation as a turn-based strategy title in the Civilization series. A Macintosh port was issued later on August 22, 1997, expanding accessibility to Apple users. The initial release came in a standard edition bundled with comprehensive manuals and strategy guides to aid players in mastering the game's depth. , an established publisher in the strategy genre, handled distribution, though the company was acquired by Hasbro Interactive in 1998, shortly after the launch. Marketing efforts highlighted the sequel's enhancements over its predecessor, including improved graphics and gameplay mechanics, through industry events and publications, though specific promotional campaigns emphasized the game's strategic evolution. The packaging featured artwork symbolizing historical progression, with the standard edition priced accessibly for the era's PC gaming market. In 1999, the game received a console port to the , published by in on January 4, with European releases following shortly thereafter. This adaptation brought the PC-exclusive title to a broader audience, though it retained core mechanics with console-specific adjustments. Post-launch, the base game faced legal challenges when sued and in 1998 over trademark rights to the "" name, amid Activision's development of a competing title; the dispute was resolved, enabling Activision to proceed with its without using the trademarked term in subsequent entries. The initial release laid the groundwork for later expansions that built upon its systems.

Expansions and Re-releases

Civilization II received several official expansions that introduced new scenarios, units, and gameplay elements to extend the base game's content. The first expansion, Conflicts in Civilization, released in November 1996, added 20 historical scenarios, including depictions of and the , along with new units such as zeppelins to enhance strategic depth in conflict-based play. The second expansion, Fantastic Worlds, launched in November 1997 and featured 19 s spanning fantasy and themes, such as Mars and mythical worlds with elves and dragons. It introduced new wonders, superpowers, and a scenario editor, allowing players to create custom content while integrating these elements into the core framework. In December 1998, MicroProse released Civilization II: Multiplayer Gold Edition, a compilation that bundled the original game with both Conflicts in Civilization and Fantastic Worlds. This edition added TCP/IP multiplayer support for online play, along with options for dynamic joining and respawn mechanics, making it a comprehensive update for networked gaming on Windows systems. A significant variant, Civilization II: Test of Time, developed by MicroProse and published by Interactive, arrived in July 1999 as a remake expanding the game's scope. It incorporated dual-planet maps, a space stage beyond traditional victory conditions, and an extended reaching , alongside science fiction and fantasy campaigns with new units and art assets to support and interdimensional conquest. Beyond these, Civilization II saw limited official re-releases, primarily through the 1998 Multiplayer Gold Edition for 32-bit Windows compatibility. No official mobile ports were developed, and while fan communities have preserved the game via archives due to its out-of-print status, no verified digital re-release on platforms like has occurred as of November 2025, leaving modern play reliant on emulation or compatibility tools such as .

Reception

Commercial Success

Civilization II achieved significant commercial success, becoming MicroProse's best-selling title and a major contributor to the company's financial performance in the late . By the end of 1996, the game had sold 482,522 units in the United States alone, generating more than $21 million in revenue. This strong initial performance helped drive MicroProse's overall revenues, with the company reporting substantial growth during the period, including a notable uptick in profitability following the game's launch. The title performed well on sales charts, reaching the top positions in the PC strategy genre throughout 1996 and maintaining high rankings on broader computer game sales lists for several months. In the UK, it secured the number one spot on sales charts for extended periods during its release year. Sales continued steadily, reaching approximately 1.2 million units worldwide. Over the subsequent years, global sales exceeded 3 million copies, bolstered by the 1997 release of the expansion pack and the Multiplayer Edition, which combined the base game with additional content and helped push total sales to around 3 million by 2000. Regionally, Civilization II saw its strongest performance in and , where the PC gaming market was robust, accounting for the majority of its units sold. Sales were weaker in , limited by the dominance of console gaming and a smaller PC user base at the time. The game's commercial impact was further extended through long-tail sales via digital re-releases on platforms like starting in 2012. Critical acclaim also played a role in sustaining demand and sales momentum.

Critical Reviews

Upon its release, Civilization II received widespread critical acclaim, earning an aggregate score of 94 out of 100 on based on seven reviews, reflecting its status as a in gaming. Contemporary critics praised the game's enhancements over its predecessor, particularly its improved , which allowed for more strategic depth in opponent behavior, and its isometric graphics, which provided a more immersive and visually appealing compared to the original's top-down view. Computer Gaming World awarded it five out of five stars, highlighting these advancements as key to its replayability and tactical nuance. The game's addictiveness was another frequent point of praise, with reviewers noting its "one more turn" compulsion that could consume hours without notice. contributed to the high aggregate by emphasizing this engaging loop, scoring it 95 out of 100 for its ability to hook players through balanced expansion and decision-making. Such endorsements underscored Civilization II's refinement of core mechanics, making empire-building feel both accessible and profoundly strategic. Despite the accolades, players and some reviewers identified several shortcomings. The steep learning curve was a common complaint, as newcomers often struggled with the layered systems of and unit deployment before grasping the full scope of play. Late-game micromanagement also drew ire, with expanding empires requiring constant oversight of cities and units, leading to tedium on larger maps. Additionally, some noted pathfinding bugs in the , where units inefficiently navigated terrain, exacerbating movement frustrations. The title's excellence was affirmed by major awards for 1996, including Computer Gaming World's Strategy Game of the Year and Computer Games Strategy Plus's Best Turn-Based Strategy Game of the Year, recognizing its innovations in and design. It was later inducted into various halls of fame, such as PC Gamer's list of top games, cementing its influence. Retrospective analyses have reinforced its enduring appeal. In a 2016 Eurogamer feature marking 25 years of the series, developers reflected on Civilization II's lasting mechanics, with its long-term player engagement—exemplified by decade-spanning games—illustrating its timeless depth. A 2022 No Dice No Glory retrospective similarly lauded the system's sophistication, praising how alliances and treaties added layers of absent in earlier entries. The 1999 expansion Civilization II: Test of Time garnered more mixed responses, with an aggregate score of 79% on . Reviewers commended its ambition in introducing multi-dimensional maps, , and fantasy campaigns, expanding the core formula creatively. However, it faced criticism for increased complexity, with convoluted unit supply systems and steeper demands on players leading to frustration in execution.

Legacy

Influence on the Civilization Series

Civilization II significantly shaped the trajectory of the Civilization series by introducing core mechanics and design principles that persisted and evolved in subsequent titles. Key systems such as city happiness, which managed citizen morale through entertainment and luxury resources, and corruption, which reduced efficiency in distant cities, were carried forward into Civilization III (2001), enhancing strategic depth in empire management. Additionally, the game's adoption of an isometric view for improved visual clarity and tactical oversight influenced Civilization III's graphical presentation, allowing for more dynamic city screens and terrain interactions. Advancements in design from Civilization II, including personality traits that gave leaders distinct behavioral tendencies—such as varying levels of aggressiveness and —laid the groundwork for Civilization IV's (2005) more nuanced leader-specific behaviors, where traits like "philosophical" or "aggressive" directly affected diplomatic and military decisions. This evolution made AI opponents feel more personalized and unpredictable, a hallmark refined across the series. The expansion model pioneered in Civilization II, featuring scenario packs like Conflicts in Civilization and Fantastic Worlds that added new maps, units, and historical contexts, inspired the (DLC) structure in (2010). These packs provided replayable, themed experiences, such as alternate histories or focused eras, mirroring Civ V's civilization and scenario s that expanded the base game with new leaders, mechanics, and narratives. Culturally, Civilization II popularized the "one more turn" , a compulsive loop where players repeatedly commit to just one additional turn amid escalating strategic possibilities, a phenomenon echoed in every subsequent title and credited by as a defining quality of the series' engagement. Brian Reynolds, lead designer on Civilization II, emphasized a of iterative balance—enhancing every system without disrupting the core fun—evident in refinements like hit points for combat and improved , which influenced his later work on : Beyond Earth (2014). There, Reynolds applied similar principles to balance faction affinities and planetary adaptation, ensuring emergent strategies remained viable and enjoyable. Civilization II's success directly spurred spin-offs that expanded the franchise's scope, including (1999), developed by Reynolds' team as a sci-fi successor with deeper narrative factions and base-building inspired by Civ II's modding-friendly structure.

Modern Availability and Community

Civilization II is not officially available through major digital distribution platforms such as or , despite fan campaigns like GOG's Dreamlist voting initiative in 2022 and 2025—as of October 2025, with over 11,000 votes for Civ II—pushing for its preservation and re-release. Instead, players access the game via fan-maintained archives and emulators, with community efforts enabling functionality on contemporary systems. The digital versions of expansions, such as Multiplayer Gold Edition, are similarly reliant on these unofficial methods. The game demonstrates compatibility with modern operating systems like and 11 through DOSBox emulation or specialized fan patches that address its 16-bit architecture limitations. These solutions, including pre-configured emulators, allow seamless play without official support, though no mobile ports exist from the rights holders. A vibrant modding community sustains interest, with projects like graphical overhauls and enhanced interfaces developed throughout the and beyond, such as those hosted on ModDB and CivFanatics, including 2024-2025 YouTube-guided HD mods and music restorations. Multiplayer revivals leverage the original CivNet protocol, enabling online matches via fan servers and scenario packs that adapt the game for contemporary networking. Preservation efforts center on the , which hosts multiple versions including the base game, Fantastic Worlds expansion, and Test of Time, ensuring long-term for researchers and players. Recent guides from 2024 and 2025 detail for music restoration, UI improvements, and high-definition visuals, facilitating easier entry for new users. The CivFanatics forums host ongoing community activities, including annual high-score ladders and tournaments dating back to 2000, where participants compete in standardized scenarios to rank on leaderboards, with active participation continuing into 2025. Legal rights to Civilization II remain with 2K Games, a of , under standard U.S. terms extending 95 years from its 1996 publication, preventing official status despite the absence of re-releases. This ownership sustains the while fan communities operate in a gray area of preservation without commercial distribution.

References

  1. [1]
  2. [2]
    Sid Meier's Civilization II (1996) - MobyGames
    Releases by Date (by platform). 1996 (Windows 16-bit); 1997 (Macintosh); 1998 (PlayStation). Publishers. MicroProse Software, Inc. Acer TWP Corp · MacSoft ...Missing: publisher | Show results with:publisher
  3. [3]
    Retrospective of Civilization II - No Dice No Glory
    Nov 14, 2022 · Metacritic has the game at 94% positive reviews. Computer Gaming World bestowed Civ II its Strategy Game of the Year award. PC Gamer US named ...
  4. [4]
    Sid Meier's Civilization II - Strategy Guide - PC - By AlaskaFox
    Rating 94% (7) You start out on an undiscovered world, with either one of two settlers. If you have two you're lucky. One will be used to build your first city.
  5. [5]
    Civilization II Combat Guide, v2.0 updates | CivFanatics Forums
    Nov 2, 2021 · The Complete Civilization II Combat Guide v1.1 has long been the most complete documentation available regarding the inner workings of the Civ II combat ...Overview of Mechanics - CivFanatics ForumsThe war mechanics (and why Civ II did it better) | Page 2More results from forums.civfanatics.comMissing: core | Show results with:core
  6. [6]
    Sid Meier's Civilization II | Official Civilization Site
    Released in 1996, the turn-based strategy sequel to Sid Meier's Civilization introduced meaningful new features as well as the now-familiar isometric camera.
  7. [7]
    Civ II Official Strategy Guide | PDF | Icon (Computing) - Scribd
    Civ II Official Strategy Guide - Free download as PDF File (.pdf), Text File (.txt) or read online for free.
  8. [8]
    The complete history of Civilization - Page 2 | PC Gamer
    Apr 6, 2020 · “We did a lot of work on diplomatic AI in Civilization II,” Reynolds stresses. “It actually quadrupled the amount of code we had to write.” ...
  9. [9]
    Works - Jeff Briggs, Composer
    Civilization II. 22. Gettysburg! 23. Alpha Centauri. 24. Alien Crossfire. 25. Antietam! 26. Civilization III. 27. Civilization III: Conquests. 28. Pirates! 29 ...
  10. [10]
    The History of Civilization - Game Developer
    And we were also transitioning from 16‑color EGA graphics to 256‑color VGA graphics, which were awesome! [Civilization] actually supported both EGA and VGA ...
  11. [11]
    MULTIMEDIA REVIEW : Civilization II
    Graphic capability. VGA 16 colors. SVGA graphic or VGA 256 colors. SVGA graphic or VGA 256 colors (800*600*256). Required RAM. 4MB. 8MB. 16MB. CD-ROM Drive. N/A ...
  12. [12]
    Sequels in Strategy Gaming, Part 1: Civilization II
    Jan 20, 2023 · Civilization II was released in the spring of 1996 to glowing reviews. Computer Gaming World gave it five stars out of five, calling it “a ...Missing: features | Show results with:features
  13. [13]
    Civilization 2 Manual : Microprose - Internet Archive
    Jan 20, 2023 · This is the Civilization 2 game manual by Microprose, published on 1996-02-29, and is a turn-based strategy game manual.
  14. [14]
    Brian Reynolds (MicroProse/Firaxis) - Interview - Arcade Attack
    Nov 11, 2019 · Civilization II, Colonization, Rise of Nations, Alpha Centauri just a ... 2 thoughts on “Brian Reynolds (MicroProse/Firaxis) – Interview”.
  15. [15]
    Brian Reynolds - MobyGames
    The runaway success of Civilization II gave Reynolds the beginnings of “name recognition” in the industry and he became a founding partner in Firaxis Games, ...
  16. [16]
    Sid Meier's Civilization II credits (Windows 16-bit, 1996) - MobyGames
    70 people (65 professional roles, 5 thanks) with 78 credits. Credits. Game Design, Brian Reynolds, Douglas Kaufman, Jeffery L. Briggs. Original Civilization ...Missing: key | Show results with:key
  17. [17]
    Sid Meier's Civilization II Release Information for PC - GameFAQs
    Rating 94% (7) Game Detail · Platform: PC · Genre: Strategy » Turn-Based » 4X · Developer: MPS Labs · Publisher: MicroProse · Release: February 29, 1996 · Expansions: 2 available.
  18. [18]
    Civilization II Release Information for PlayStation - GameFAQs
    Rating 94% (7) Platform: PlayStation · Genre: Strategy » Turn-Based » 4X · Developer: LTI Gray Matter · Publisher: Activision · Release: December 31, 1998 · Also Known As:Missing: port | Show results with:port
  19. [19]
    Civilization II (Sony PlayStation) - RetroCollect Video Game Database
    Game Information ; Platform, Sony PlayStation ; Type, Game ; Publisher, Activision ; Developer, MicroProse ; Release Date, 1999/01/01.
  20. [20]
    Civilization ownership disputed - ZDNET
    Jan 22, 1998 · The lawsuit challenges Avalon Hill's ownership of trademark rights to the Civilization name and charges that Activision and Avalon Hill are wrongfully ...Missing: issues Call
  21. [21]
    Sid Meier's Civilization II: Conflicts in Civilization - IGN
    An expansion pack to Sid Meier's compelling strategy game Civilization II, the rare Scenario Disk Conflicts in Civilization includes 20 bonus scenarios, ...<|separator|>
  22. [22]
    Civilization II: Fantastic Worlds (1997) - MobyGames
    A scenario pack (the second) with nineteen total scenarios for Civilization II. Running the range of speculative possibilities from fantasy to science-fiction.
  23. [23]
    Civilization II Multiplayer Gold Edition Review - GameSpot
    Rating 7.3/10 · Review by Elliott ChinMay 1, 2000 · You can set the game to be open to dynamic joining, set respawn for a second chance at the game, and even double movement and production rates ...
  24. [24]
    Civilization II: Test of Time Release Information for PC - GameFAQs
    Platform: PC ; Genre: Strategy » Turn-Based » 4X ; Developer: MicroProse ; Publisher: Hasbro Interactive ; Release: July 28, 1999.
  25. [25]
    Civilization II: Test of Time (1999) - MobyGames
    Civilization II: Test of Time ; Released: 1999 on Windows ; Credits: 103 people ; Publishers. Hasbro Interactive, Inc. ; Developers. MicroProse Software, Inc.Credits (windows Version) · Reviews · Critics<|separator|>
  26. [26]
    Rollercoaster Tycoon (or, MicroProse's Last Hurrah)
    Aug 1, 2025 · Civilization II, the last project Briggs and Reynolds worked on at MicroProse, became one of the rare computer games that sell in big ...
  27. [27]
    Sid Meier's Biography! The History and Career of a Legend
    MicroProse didn't put a lot of marketing behind the launch of Civilization. The term “strategy game” wasn't a big draw in 1991, and MicroProse didn't ...Microprose · Civilization · Firaxis Games<|control11|><|separator|>
  28. [28]
    Civilization for Series - Sales, Wiki, Release Dates, Review, Cheats ...
    The Civilization series consists of the following mainline games: Cvilization - 1.5 million; Civilization II - 3 million+; Civilization III · Civilization ...
  29. [29]
    Sid Meier's Civilization II Reviews - Metacritic
    Rating 94% (7) [Civ Fantatics' Center]. Platforms: PlayStation; PC. Initial Release Date: Feb 29, 1996. Developer: MPS Labs. Publisher: MicroProse. Genres: 4X Strategy · Full ...
  30. [30]
    Trivia - Sid Meier's Civilization II - MobyGames
    Awards. Computer Gaming World. May 1997 (Issue #154) – Strategy Game of the Year. GameSpy. 2001 – #22 Top Game of All Time. PC Gamer. April 2000 - #5 in the " ...
  31. [31]
    Sid Meier's Civilization II critic reviews - Metacritic
    It is an incredible and very addictive game; once you start playing you won't want to stop... You will want to play Civilization II over and over, as every game ...Missing: GameRankings | Show results with:GameRankings
  32. [32]
  33. [33]
  34. [34]
  35. [35]
    25 years of Civilization: We talk with Sid Meier | Eurogamer.net
    Oct 25, 2016 · Ahead of the release of Civilization 6 on Friday, I spoke to Meier about why he chose to hand over the reigns as lead designer after his first attempt.
  36. [36]
    Civilization II: Test of Time - Wikipedia
    Civilization II: Test of Time is a turn-based strategy game developed by MicroProse's development studio in Hunt Valley, and published by Hasbro Interactive ...Development · Gameplay · The original and extended... · Reception
  37. [37]
    Civilization II: Test of Time - IGN
    Rating 7.8/10 · Review by IGN StaffAug 13, 1999 · The Sci-Fi game begins just after the crash of your colony ship on a strange planet. You must rebuild society while fighting off the other ...
  38. [38]
    Civilization II: Test of Time Reviews - Metacritic
    Developer: MicroProse. Publisher: Hasbro Interactive. Genres: 4X Strategy.
  39. [39]
    The complete history of Civilization | PC Gamer
    Apr 6, 2020 · Civ turns all of human history into a playground that you can exploit, turn by turn, to bring your chosen nation to glory.
  40. [40]
    Sid Meier's Civilization - The Strong National Museum of Play
    Mar 15, 2022 · ... Civilization II, who had kept up a single game for 11 years!) The addictive nature of the game, which Meier himself called the “one more turn ...<|separator|>
  41. [41]
    Vote for Sid Meier's Civilization I and II (MGE & Test of Time) to be ...
    Feb 11, 2022 · GOG has set up a new official Dreamlist voting program in 2025, where you can give your voice for which games they should try to preserve, and, ...Civilization 2 on 64 bit Operating Systems -- Start HereColonization HD Tour + Col Fan Games, Mods & ScenariosMore results from forums.civfanatics.com
  42. [42]
    Sid Meier's Civilization II - 64 bit compatible - Internet Archive
    Feb 21, 2023 · Original version of video game Sid Meier's Civilization II (also known as Civilization 2 or Civ 2) for Windows, repackaged by a user so that ...
  43. [43]
    [Civ2] - Civ 2 on Windows 11? - CivFanatics Forums
    Oct 30, 2022 · Hi All- Has anyone tried and succeeded in loading/playing CIV 2 on a Windows 11 PC? Do the same steps/patch as for Windows 10 work?Civ2 on Windows 10 | CivFanatics ForumsCivilization II 64-bit Editbox Patcher (MGE+ToT) (Also works on ...More results from forums.civfanatics.com
  44. [44]
    Sid Meier's Civilization II - 64-bit package for win10/11 - ENJOY!
    Sep 21, 2025 · The game is a 16 bit program, so it won't normally run on 64 bit Windows. Here, it is run through a pre-configured Windows 3.1 emulator ( ...What is the current state of Civ II functionality on Win 10/11? - RedditCiv 2 on Windows 10 (No Internet) : r/retrogaming - RedditMore results from www.reddit.com
  45. [45]
    Mods - Civilization II - ModDB
    Browse and play mods created for Civilization II at ModDB.
  46. [46]
    Civilization II: Mod Packs - CivFanatics
    A modification of Civilization II based on the writings of JRR Tolkien, with tribes, cities, terrain, advances, improvements, wonders and units altered to match ...
  47. [47]
    Civilization II - Command & Conquer and Red Alert scenarios
    Sep 21, 2020 · I then took a bit of a break from all my Civilization 2 modding projects to work on preserving other peoples Civ2 scenarios & mods across ...Missing: Civ2DE CivNet
  48. [48]
    Civilization II Fantastic Worlds 1997 MicroProse CD - Internet Archive
    Nov 18, 2021 · Civilization II Fantastic Worlds 1997 MicroProse CD. by: MicroProse. Publication date: 1997. Topics: Civilization II, Fantastic Worlds, 1997 ...
  49. [49]
    Civ 2 FINALLY Remastered & Modded With Music For 2025!
    Dec 24, 2024 · It's here! Civilization 2 working in modern Windows 10 and 11, with modded UI additions and improvements, and music playing in-game. How?Missing: manual features<|control11|><|separator|>
  50. [50]
    [Civ2] - Civ Video Series Ep 04 - Civilization 2 HD Tour With Mods ...
    Oct 16, 2025 · Civilization 2 Links, Downloads & Guides: Links for all mods, scenarios, editors & other stuff mentioned in videos: If you've seen some of ...
  51. [51]
    Civilization II: High Score Hall of Fame - CivFanatics
    Play a game and try to get as high a score as possible, and one that will qualify in top ten of one of the categories.
  52. [52]
    How is the legal status of Civilization II? Who owns the rights?, page 1
    Dec 23, 2016 · 2K/Firaxis apparently do have rights to Civ1, Civ2 and their derivatives. In 2006, they released Civilization Chronicles, which was a bundle of ...Missing: copyright | Show results with:copyright
  53. [53]
    17 U.S. Code § 302 - Duration of copyright: Works created on or ...
    The copyright endures for a term of 95 years from the year of its first publication, or a term of 120 years from the year of its creation, whichever expires ...