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Civilization

A turn-based strategy game about building an empire through history.

civilization.com7 sources10 tips

Where Civilization comes up7 episodes and tests

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testHow Game Designers Solved These 11 ProblemsGcreator of Game Maker's Toolkit testCan we Improve Tutorials for Complex Games?Gcreator of Game Maker's Toolkit testThe Two Types of Random in Game DesignGcreator of Game Maker's Toolkit testImproving Games for Those with Cognitive Disabilities | Designing for DisabilityGcreator of Game Maker's Toolkit testHow Games Use Feedback LoopsGcreator of Game Maker's Toolkit testWhat Makes Good AI?
In short

Civilization stays approachable by adding decisions gradually, from where to settle the first city to dozens per turn, and by using familiar themes. Sid Meier halved the map less than a month before release to fix pacing. Streak correction after two lost 33% battles matches player intuition. Lesson: start with few systems, let complexity grow, and add natural pushback against snowballing.

At a glanceCivilization teaches by adding decisions one turn at a time
  1. 1Turn oneOne decision: where to found city
  2. 2Add two choicesWhat to build, where to send unit
  3. 3Web grows each turnDozens of decisions per turn
  4. 4Player is investedRules understood before decisions pile up

From Bruce Shelley's "inverted pyramid of decision making"

What was said about Civilization

1The inverted pyramid of decision making

  • Civilization starts with one decision and adds more each turn. Turn one asks only where to found your first city. Then come two choices, what to build and where to send a unit, and the web grows to dozens of decisions per turn.

    Bruce Shelley, who worked with Sid Meier on early Civilization, called this the "inverted pyramid of decision making." Because complexity grows from a single settler, the game can teach systems as you discover them, and by the time decisions pile up the player understands the rules and is invested.

  • A familiar history theme cuts what players must learn. Sid Meier and Bruce Shelley built on high school world history: Egyptians and warplanes are easier to grasp than Protoss and Vespene gas.

    Mark Brown points to "the power of using stuff that the player likely already knows about." Complex games can lean on historical themes and familiar UI conventions so they feel intuitive without a tutorial.

  • Civilization V taught by starting lean and adding systems later. Mark Brown found Civilization V easy to learn because it had fewer systems; the expansions Gods & Kings and Brave New World then layered religion and espionage onto what he already knew.

    He suggests an easy mode could be a stripped-back version with fewer systems rather than "the same game but with dumb AI," turning more on each playthrough. The game has to be designed that way from the start.

  • Advisors explain why to act, not just which button to press. Telling someone how to build is easy; explaining what to build, when and where is hard. Civilization's economic advisor fills that gap, for example warning that you have enough workers and should build something else.

    Faster feedback that lets players see consequences is the other tool for teaching the why.

  • The hex grid makes the world map easier to read. Civilization V's hex grid is cited as making the world map easier to understand, including for players with cognitive disabilities.

2Halving the map a month before release

  • Cutting the map in half fixed the first game's pacing. Less than a month before release, Sid Meier halved the size of the Civilization map. The game felt snappier, with a sense of relentless forward progress.

    The lesson is his rule for tuning: "double it, or cut it in half." Tweaks of 5 or 6 percent may never find the right value before time runs out, while a dramatic change shows quickly whether a lever matters, and you can step back if you overshoot.

3Keeping runaway empires in check

  • Rising costs and rivals push back against a snowballing empire. Conquering a nation can snowball your empire, but unhappy citizens and the increased cost of running a larger empire push back.

    Other players or AI nations also gang up on the leader, which acts as a naturally occurring negative feedback loop.

4Odds and AI opponents tuned to player perception

  • Civilization bends its odds to match how players feel about chance. After a player loses two battles at 33% odds, Civilization makes the third succeed, correcting for how people misjudge probability.

    Humans read odds through cognitive biases, so designers make game probability match "the broken probability in our heads." Civilization 4 designer Soren Johnson calls the two types of randomness pre-luck and post-luck.

  • Distinct leader personalities make the AI seem smarter. Each AI leader in Civilization's single-player modes has its own quirks, and developers have found distinct personalities make AI characters read as smarter.

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