Gameplay proceeds from here in a turn-based method not too far removed from a great many strategic boardgames, Risk being probably the most familiar example. Broadly, the objective of each is to be successful: to expand their populations, to develop new technologies and to spread around the globe. A number of fledgling civilisations, comprising just a band of settlers and a military or exploration unit or two, start in different locations around the globe. The game starts on an empty planet in 4000BC. Still, some kind of brief resume is needed. Never played a Civ game before? Seeing as total sales for the series number around four million, that's probably not true of too many gamers these days. Since Civ 1 was first released in 1990, and counting expansion packs, the Alpha Centauri games, and re-releases, there have been no less than nine in the sequence Civilization III (or as the box would have it, Sid Meier's Civilization III) makes it round ten. v01: taxmen and scientists always available.Few strategy series have been longer running or bigger selling than Civilization. v01: maintenance cost of barracks is 0/1/2 depending on epoch. v03: no more than 3 military units per city can suppress unhappiness v03: large empires with primitive governments get extra unhappiness, and even red citizens with double unhappiness may appear v01: rate of unhappy citizens is constant. Some changes are relevant for experienced players and make v03 harder for people playing aggressive despotism only. Most changes were also kept in conversions for Windows etc. In later versions labelled 474.03 ( ) or greater, probably easier to find, there were some changes in the game rules. Note that this is the very first version of Civ 1 for MS-DOS, labelled 474.01 or 475.01.
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