Sid Meier's Civilization features 14 playable civilizations,[note 1] of which up to 7 will feature simultaneously in any given game.
Color groups[]
Civilizations are grouped into one of seven color groups (plus Barbarians). A civilization's color determines its order of action during the turn: White acts first and Grey acts last, with the barbarians acting in the periphery.
Color | Order | Civilization | Leader | Capital |
---|---|---|---|---|
WHITE | 1 | Romans | Caesar | Rome |
Russians | Stalin | Moscow | ||
GREEN | 2 | Babylonians | Hammurabi | Babylon |
Zulus[note 1] | Shaka | Zimbabwe | ||
Japanese[note 1] | Ieyasu | Tokyo | ||
BLUE | 3 | Germans | Frederick | Berlin |
French | Napoleon | Paris | ||
YELLOW | 4 | Egyptians | Ramesses | Thebes |
Aztecs | Montezuma | Tenochtitlan | ||
CYAN | 5 | Americans | Abe Lincoln | Washington |
Chinese | Mao Tse Tung | Beijing | ||
PINK | 6 | Greeks | Alexander | Athens |
English | Elizabeth I | London | ||
GREY | 7 | Indians | M. Gandhi | Delhi |
Mongols | Genghis Khan | Samarkand | ||
RED | 0 | Barbarian (NPC) | Attila | N/A |
Only one civ of each color group can be present on the map at a time, meaning a maximum of seven playable civs will be active in any game. A game that has less than seven active civs can spawn additional players through civil wars. When a civ is vanquished, a new civ of the same color group can appear in unclaimed territory; it begins with the standard Settlers and few, if any, advances.
Leaders[]
Each civilization is represented by an animated sprite in the Diplomacy screen. Unlike later games, there is no mechanism to track a leader's gender, which is presumed male: Elizabeth I's government titles (Empress, Queen, etc.) are custom-coded to Diplomacy dialogue; they are otherwise masculine in the rest of the user interface, such as the Intelligence screen. Dynamic gender mechanics are first introduced in CivNet.
Personality[]
A civilization's artificial intelligence is guided by preset personality traits. Each civ has three personality traits, each with three possible values (two weighted, and a neutral or "balanced" middle):
- Aggressiveness determines the AI's tendency to launch and maintain war and its general attitude during diplomacy. Ranges from Aggressive to Friendly.
- Expansionism determines the AI's prioritization of founding new cities versus developing existing ones (i.e., "building wide" versus "building tall"). Ranges from Expansionist to Perfectionist.
- Civility influences a civ's starting advances (if any) and the AI's prioritization of military or civilian research.[note 2] Ranges from Civilized to Militaristic.
Modding[]
During game setup, the user can customize their leader name. CivNet also allows customizing the civilization's name.
Hex editing CIV.EXE reveals definitions for three civilizations unused in the game: Persians (cyan), Muslims (pink), and Hittites (grey).
See also[]
- Civilizations: overview and listing of civilizations in all Civilization games.
Footnotes[]
Sid Meier's Civilization [edit] |
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Sid Meier's Civilization Civilizations [edit] |
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American • Aztec • Babylonian • Chinese • Egyptian • English • French • German • Greek • Indian • JapaneseS • Mongol • Roman • Russian • Zulu |
S Replaces Zulu in SNES version |