Sid Meier's Civilization II box art

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Sid Meier's Civilization II

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Sid Meier's Civilization II

Feb 29, 1996

Main game

4.21 average rating based on 409 ratings

5
196
4
129
3
64
2
14
1
6
A turn-based strategy video game set around several different historic civilizations.
Release Dates
Feb 29, 1996 (North_America)
Mac, PC (Microsoft Windows)
1996 (Europe)
Mac, PC (Microsoft Windows)
Jan 20, 1998 (Worldwide)
PlayStation
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User Stats
720
In Collection
66
Wish Listed
2
Playing
72
Backlogged
How Long Is Sid Meier's Civilization II?
Main story: 20.0 hours
100% completion: 16.0 hours
Total completions: 2
scoopings
scoopings gave Apr 12, 2026
scoopings gave Apr 12, 2026
Deserves The Renown It Has
This review is for the PC (Microsoft Windows) version

Preliminary: Like with the first Civ, this is a delightfully approachable, very customizable strategy/sim game so that players like me can get into it (even if it will never be a favorite genre). Good music helps with this. The Look is a bit meh, but still much better than its predecessor. It is very good about providing pertinent info and helping you get into the game. And again, darn near everything is customizable, even with a Cheat Menu that I didn't dabble in. I built 3 cities and was the top of the world before calling it quits for now, but I honestly could see myself returning to this. I just spent an hour meandering around the continent, in a genre I don't normally click with, for really no reason except the good hypnotizing musci and gameplay. Well-done!

Look: 7.5/10

Sound: 8/10

Play: 7.5/10

Feel: 8/10

Attachment: 8/10

Overall: 7.8/10

Chovus
Chovus gave Jan 9, 2026
Chovus gave Jan 9, 2026
Chovus's review of Sid Meier's Civilization II

A quick and dirty review based on recent play of the playstation version and decades old memories of pc, to highlight what this game does well and poorly compared to other Civ games.

Pro

Overall excellent 4X gameplay with good balance and progression. Building stuff, expanding, and improving the land is fun.

Military units significantly cheaper than buildings. Makes buildings a significant strategic choice.

Good building balance. Production cost and gold maintenance vs very specific benefits, some of which are not always useful.

Wonders and their videos. Very powerful strategic effects like buildings that often lead to interesting decisions, like whether to invest in a wonder or let an easy to conquer enemy build it.

The live action advisors, even though their advice is not that useful.

Military units cost shields for support while workers cost food. I prefer this over gold cost in the later games because of the trade off between having a large military vs pumping new units quickly or building other things. It puts a hard cap on military size based on the land rather than the more abstract gold, and synergizes very well with the governments. Also, workers are a significant investment in population and …

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A quick and dirty review based on recent play of the playstation version and decades old memories of pc, to highlight what this game does well and poorly compared to other Civ games.

Pro

Overall excellent 4X gameplay with good balance and progression. Building stuff, expanding, and improving the land is fun.

Military units significantly cheaper than buildings. Makes buildings a significant strategic choice.

Good building balance. Production cost and gold maintenance vs very specific benefits, some of which are not always useful.

Wonders and their videos. Very powerful strategic effects like buildings that often lead to interesting decisions, like whether to invest in a wonder or let an easy to conquer enemy build it.

The live action advisors, even though their advice is not that useful.

Military units cost shields for support while workers cost food. I prefer this over gold cost in the later games because of the trade off between having a large military vs pumping new units quickly or building other things. It puts a hard cap on military size based on the land rather than the more abstract gold, and synergizes very well with the governments. Also, workers are a significant investment in population and food.

Workers can join cities to add population or delete size 1 cities. Resettlement is a good tool to have in the box.

Good terraforming options without having too much choice, especially converting tiles to better type.

Roads and rail give yield bonus but not for every tile. Roads benefit flat land, rail benefits mines and forests.

Good government choices that are balanced with powerful effects. Maybe zero corruption should not be on democracy and give it something else to compensate since I think that should be unique to communism.

Barbarians can be persistent nuisance for entire game, improving their units with tech and coming out of unsettled areas and water.

Pollution and global warming effects punish late industry and nukes while giving more for workers to do.

Cool espionage missions like poison water, plant nuke, and sabotage unit hp.

Bombers, fighters and helicopters all have different mechanics. Bombers spend a turn in the air after attacking which allows a chance to shoot them down even if the time scale is silly. More interesting is how fighters behave, being able to attack for every move and having more moves than bombers but crashing if they don't land in a city, base or carrier. Alpha centauri sadly lost this fighter mechanic and later games essentially made air units immobile with very long ranged attacks. I do like the latter system but it prevents the kamikaze you can do in Civ 2.

Unit design. I generally like the design and balance of the units, despite the problems with the combat system. How even obsolete units can still be effective and how you are not just upgrading everything to the best.

Space victory is cool.

Con

Automation for workers and cities. There was no option for this at all in ps while I believe it was possible but garbage in pc. You really should be able to directly assign what improvements to build on every tile in one go then have automated workers build them over time. Cities should at least have a standard build queue. Automation should be customizable enough to never do stupid stuff.

Cities not automatically correcting civil disorder or food shortage. Really the entire concept of making citizens entertainers is dumb and tedious. Civ 4 unhappy citizens refusing to work has the same net effect without requiring player intervention.

Only 7 players max.

Nations linked to colors so the possible combinations are limited. Though I think there was an option to unlink in PC version.

Unit movement. Extremely tedious on console requiring separate button presses to rotate direction while PC had a key for every direction, mouse waypoints, and stack move. Console auto go to requires selecting from a list of cities while PC could click anywhere. I don't remember how good the PC pathing was but on console it often ignored railroads and even land access, sending units into rough terrain or infinite loops. Made even more tedious with....

All units on tiles destroyed if defender loses, except in cities and forts. Prevents doom stacking but is much too harsh. It forces spreading out but allows doom stacking to defend cities. Better than civ 5 hard 1 unit per tile. Should be a happy medium of X units max per tile, including cities, with some units able to damage multiple units in a stack.

Large numbers of units tedious to control and figure out how many are available. I would want icons on the main screen showing every unit type I have that could move, their numbers and hp, so I could tell at a glance if I should press the offensive or spend this turn resting. And move all of certain types of units before others.

Information not clearly shown on UI. Things like city production and turns until complete or growth on main screen, number for city population in city screen (no the number of heads and abstract population is not good enough), and what technology does in the tech research popup. You can't change what tech is being researched if you just pick whatever to go into the pedia to check, though PC version might be different.

Caravan and freight trade route system is unbelievably tedious and can be abused. Internal food trade routes is good but contributing to wonders is OP despite being somewhat realistic. In fact disbanding units for production should not be a thing. I would limit to only 1 such unit allowed to exist or be building at a time, allow both food and production internal trade routes instead of wonder contribution, and make commodity trading for lump gold independent of specific cities (to function like weaker civ 4 great merchant), and no science boost.

Manual rehoming. As much as I like production support, having to physically move units to cities to assign support is extremely tedious. It should instead draw from an empire wide pool with a setting in each city to pick what % of production there can be taken by support.

Combat always all or nothing with 1 unit always being destroyed. No ranged bombard, withdrawal, or way to inflict damage without losing a unit, other than missiles and spy sabotage. Combat heavily favors defenders, at least until howitzers. I dislike the save scum promoting % based combat of the entire series. It should instead be like chess where the outcome of any specific combat with that set of parameters is fixed across all instances. For example, a full hp alpine troop attacking a full hp tank in open terrain should always reduce both to 50% hp. The complexity would come from many units attacking and defending with different hp levels over multiple turns.

No way to reduce city defense other than killing population or destroying walls with spies. Attacking well defended cities requires absurd numbers or tech advantage. Should be over time defense reduction from siege units and zone of control like prevention of citizens working tiles to really starve the defenders.

Difficult to destroy cities. Combat in cities reduces population by 1 and a city is only destroyed if captured at size 1. Being able to raze a large city instantly with only 1 military unit is unreasonable. I would allow 1 population or 1 building to be destroyed per full movement military unit, so a tank can't attack and then raze. The city would only be destroyed once all population, buildings and wonders were destroyed, and doing this would potentially damage the unit and spawn insurgents. Possibly even making the city revolt back to its faction while killing your units, ruining reputation, and causing unrest back home. Genocide should be possible but challenging and with consequences.

Diplomats and spies OP with bribe and tech steal. Similar with tech steal on city conquest. Would make more sense to only give research towards a tech if the city is big enough and/or contains a unit or building unlocked by that tech. How could you steal tank tech from a tiny frontier town that has never built or even seen a tank? Bribing is an important mechanic and benefit of democracy, but still too easy to pull off and not every unit in a city should defect.

Air units somewhat OP with this combat system and lack of AA ground units.

Fighters only intercept their own tile and are way too weak on defense, often losing to bombers. They really need x2 defense vs air and interception out to a certain range.

Air units can't pillage.

Air units lack long distance mobility compared to airlifting and infinite railroad. Infinite rail movement is OP and air units should airlift. Air units only airlifting between airports makes sense. Also there should not be a limit of 1 unit airlifted per airport. Maybe not infinite but more than 1.

Zone of control. I do like the idea of a front line instead of a doom stack but completely preventing unit movement even by non combat units in your own territory is ridiculous. Instead it should lower movement to 1 and only be done by ground combat units while not at peace and only in enemy or neutral territory. Otherwise units from different factions should freely move through and exist on the same tile. Note that my X units per tile limit should not prevent other units from passing through even if they only have 1 move.

Non combat units can do surprisingly well when defending. They should have 0 defense and be completely unable to defend, even warrior vs engineer. Maybe even being captureable.

Having to track down every city to win conquest.

Fog of war not visually represented and sight range around territory should increase with tech. I would give modern ships and cities enough sight range to simulate sending recon aircraft in each direction. Who wants to do tedious manual ocean recon?

Using enemy road and rail is OP.

No visual representation of borders.

AI not great. While they can tech and build well they do not do war or diplomacy competently. I dislike how they build forts everywhere, which helps my army more than anything.

Long AI turns late game. All civ games have this issue and there really should be no need because the AI should go at light speed.

Some of the wonders are dubious why they should exist as wonders, or why they should give the effect they do. Pyramids give free granaries? Build the crusades without ever going to war? SETI? Things related to great feats by specific people? Many of the wonders are better implemented in later games by great people, or pillaging or being the 1st to actually map around the globe. To me wonders should only be great works of construction and engineering since they cost production to make, while other things that count as wonders here should be done through units or abstract science or culture or population. Like the cure for cancer should be a random event triggered by a research lab. No telling when it could happen or where. I also dislike how many go obsolete.

I don't knock civ 2 for not having features found in later games but a lot around combat, unit and wonder design could have been significantly expanded.

Civ 2 was astounding at the time but quickly overshadowed by Alpha Centauri and Civs 3 and 4. There were good reasons why I never went back to it once those newer games were out. Thus I can't quite rate it a masterpiece, especially when compared to other franchises.

8.2/10

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Chauliodusi
Chauliodusi gave May 3, 2022
Chauliodusi gave May 3, 2022
Intelligent Design
This review is for the PlayStation version

Civ II is one of the first videogames I ever played. Its interface is so stark and pixellated that it is like a language of its own. In order to understand it you just have to dive into it like a blind person running their fingers over braille. Since I was introduced to it as a child I adapted to it without prejudice.

Civ II stands as proof that learning through interactive media can be as effective as formal eduction. It is pretty much an encyclopedia on the basics of The Human Race's evolution, without any added stimuli. There must be a number of individuals out there that adhere to the perspective that this is the best Civ game out of asceticism, but I believe that Sid Meier's Civilization IV: Beyond The Sword is absolutely superior to Civ II.

For instance, the war elephant unit in Civ II is simple and available to everyone, but in Civ IV, you have to have the ivory resource from a certain location where there are elephants and they get a 50% bonus against horse units.

Civ II's greatest flaw is the unit stacking on cities. I was blessed as a child to forsee …

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Civ II is one of the first videogames I ever played. Its interface is so stark and pixellated that it is like a language of its own. In order to understand it you just have to dive into it like a blind person running their fingers over braille. Since I was introduced to it as a child I adapted to it without prejudice.

Civ II stands as proof that learning through interactive media can be as effective as formal eduction. It is pretty much an encyclopedia on the basics of The Human Race's evolution, without any added stimuli. There must be a number of individuals out there that adhere to the perspective that this is the best Civ game out of asceticism, but I believe that Sid Meier's Civilization IV: Beyond The Sword is absolutely superior to Civ II.

For instance, the war elephant unit in Civ II is simple and available to everyone, but in Civ IV, you have to have the ivory resource from a certain location where there are elephants and they get a 50% bonus against horse units.

Civ II's greatest flaw is the unit stacking on cities. I was blessed as a child to forsee the vision of hundreds upon hundreds of alpine troops skiing through the streets of the bunker-cities of far future Earth, engineers always standing at the ready to scrub away the next round of nuclear fallout.

Thank God that Civ IV features the collateral damage of siege weapons, which neutralizes the impenetrability of stacks. I prefer this to the exclusion of stacks, I dislike the modern Civs' grid which treats the units like board game pieces instead of simulated army groups.

The songs in Civ II go great with the interface and pace of the game, the percussion and instruments they use create a focussed atmosphere and a feeling of curiosity. The intro and game setup are flawless.

What I love about Civ II is, the maps are truly randomly generated, and they are diverse. The difficulty levels naturally work and do not change the feeling of the gameplay, yet go to extreme ruthlessness. The units have a solidity to them akin to chesspieces.

The idea of competitively constructing world wonders which offer unique overarching benefits to civilizations is genius. The player is forced to learn about short term investment vs long term investment, meanwhile developing an interest in History.

Although I see Civ II as obsolete now, its sister project Sid Meier's Alpha Centauri is a masterpiece and is still holding strong in its own field.

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Ladrigo
Ladrigo gave Jan 10, 2022
Ladrigo gave Jan 10, 2022
Our Epic Review of Sid Meier's Civ II
This review is for the PC (Microsoft Windows) version

lana: Was kinda fun but confusing??? if you're used to CIV6. It's probably really good if you understand how the full game works but I don't have enough brain cells for that. :( 420/69

Rodrigo: Idk what the fuck was happening half of the time. Ok so if you have ever played CIV6 it feels like someone tried to copy the game to work in a website or something. With paint-like graphics. It's probably good but yeah I'll just go back to civ 6. Ok so my rating for CIV6 Windows 98 is ????/10

buffaling
buffaling gave Jan 29, 2013 (edited)
buffaling gave Jan 29, 2013 (edited)
buffaling's review of Sid Meier's Civilization II

This game is like crack.

Chovus
Chovus updated their status Jan 8, 2026
Chovus updated their status Jan 8, 2026

This was my 1st civ game back in the day, and most likely the one I bought at the same time as Duke Nukem 3D where the store lady praised me for buying this but gave me scorn for Duke. Little did she know the untold billions that would suffer under my warmongering authoritarian communist rule. However I never looked back at this game once Civ 3 came out. The only things I really remember were the hilarious live actor advisors, and modding the game. I could not find the mod file even though I was sure I seem it in recent months. From memory, I tweaked some stats but don't remember how. I used the 3 custom units to make the samurai (a ground defender similar to pikeman but I forget exact stats), long ship (coming in between the trieme and caravel, maybe with bumping up the attack on later ships), and the airship (4 attack, ignored walls, functioned like a helicopter or bomber I forget which). I never had any of the expansions back then. Reading up they had custom scenarios with a lot of new art for units, in particular increasing the number of custom unit slots. …

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This was my 1st civ game back in the day, and most likely the one I bought at the same time as Duke Nukem 3D where the store lady praised me for buying this but gave me scorn for Duke. Little did she know the untold billions that would suffer under my warmongering authoritarian communist rule. However I never looked back at this game once Civ 3 came out. The only things I really remember were the hilarious live actor advisors, and modding the game. I could not find the mod file even though I was sure I seem it in recent months. From memory, I tweaked some stats but don't remember how. I used the 3 custom units to make the samurai (a ground defender similar to pikeman but I forget exact stats), long ship (coming in between the trieme and caravel, maybe with bumping up the attack on later ships), and the airship (4 attack, ignored walls, functioned like a helicopter or bomber I forget which). I never had any of the expansions back then. Reading up they had custom scenarios with a lot of new art for units, in particular increasing the number of custom unit slots. Thinking about modding it now I would change a few attack values because 8 and 10 are too common. Give cavalry 7 attack, marines 9, armor 11. X2 defense vs mounted and air was underused so I would make new units. Anti tank infantry 4 attack 4 defense X2 vs mounted. SAM infantry attack 4 defense X2 vs air. Maybe something with 3 defense and x2 vs mounted to counter cavalry; machine gun?

Now I put the playstation version on my PSP to revisit this blast from the past. It lacked a few features from the PC version, like custom map size, cheat mode and scenarios, but ran pretty well. I had no trouble navigating the menus and issuing orders. L and R cycled through units which solved my biggest initial complaint of having to find a unit to select after de selecting a unit to get back into auto unit cycling. I often wanted to change city production after building a unit while I had it on screen with the new unit selected. R2 and L2 cycled between cities, which was less useful. With the graphics on screen I remember doing the ww2 scenario back in the day as Russia. I painfully conquered all of mainland Europe then turned Britain and America into radioactive wastelands. My strategy was bombers and spies using poison water supply to massacre city populations until they were low enough that my tanks could defeat city defenders without losses. This time I am playing as the Celts on King, large map, raging barbarians, full 7 factions. I began on the equivalent of west coast north America and surprised myself with how quickly I expanded. My strategy was to build a defender in each new city, then granary, then pump settlers until that city was no longer on the frontier. These settlers built roads and other terraforming on the way to make new cities. Many cities ended up sharing tiles due to the thin snakey shape of my continent. The 1st area I settled was east like the US, and that ended up being my core empire. North took a while to settle because the barbs liked to attack there. I made a few horses and chariots to manage that, and got a city from a goodie hut around Mexico very early on. Much further south was a single Zulu city at size 1. They were not doing well, probably because of the barbs. I sent my initial warrior scout, a horseman from a hut, and 2 chariots built in my far away city to wipe out the pathetic Zulu. I did not spread my cities as far as those ruins until the industrial era. I had a couple boats scouting and managed to find Americans and Indians on the eastern continent: like Africa and Europe. A was annoying me with claims to get out of their ancestral land and destroyed my newly founded undefended city, stealing gunpowder. Turned out they built 1 city on my continent, which I easily captured with cannons and muskets.

Before I get into the war though, some domestic notes. The terrain that a city was built on mattered. I built 1 in swamp assuming the city tile yields were fixed like in civ 4, but that city only had 1 food and production. Cities on flat land had 2 food 1 prod, while forest and hill cities had 1 food 2 prod. So I should have removed that swamp but I found out later that you can terraform the city tile. Jungle was just as bad. Terraforming strategy was road everything, don't change terrain on bonus tiles (best tiles), irrigate grass shields (2nd best), do whatever to get the irrigation where it needs to go (cut forests and irrigate paths), try to not have forest adjacent to cities that invaders could use (especially those adjacent to both the city and ocean), get rid of swamp and jungle, then try to balance food and production by removing or planting forests. Hills and mountains got mines and railroad plus a network linking the cities. I did not put rail on unnecessary tiles but it could be worth adjusting rails to make auto pathing work. Later ice, tundra and desert could be made into plains. Grass farms + hills or forests were the best. Plains were a hybrid between food and production, and good enough to not bother changing to grass. Hills took longer to make than forest but were immune to drought. I ignored most of the wonders since I figured it was better to focus on expanding. The only 3 I built were Darwin, Copernicus and Leonardo, and both I had to rush with gold to beat the AI despite me leading in tech and often getting a head start. Darwin was a waste though because 1 of the free techs was what I was already nearly finished researching. Leo was incredibly powerful, automatically upgrading units for free when the game had no upgrade with gold feature. I did not like how wonders expired with tech. Looking at the wonders, the pyramids are maybe worth building. Free granary for every city with no obsolete means a little extra saved production for each city and 1 gold per city. Not very useful early but scales well for a large empire. Hanging gardens suck because railroad is 1 of the best techs that you want to bee line for. Colossus boosts gold for 1 city but debatable if that would be better than investing in new cities. Lighthouse is not too bad for naval movement but obsoletes fairly soon. Great library is good for the free techs. I hated seeing Ghandi get my techs for free after the 2nd place tech civ researched it. Oracle is like gardens for happiness but the obsolete tech is much less key. Great wall is not bad but expiring with cannons really limits the use. Sun Tzu is great because it lasts until tanks and allows pumping units in all cities without the cost of barracks. The crusade is awesome for making high production city but I failed to get it. I should have been pumping caravans to put into wonders. Marco Polo is lame because it expires so you have to send diplomats to embassy every faction anyway. Michelangelo is the super form of gardens and Oracle since it does not expire. Magellan is one of the best due to not expiring. Love the naval moves. Shakespeare is only good for 1 city and better for Democracy. Bach is similar to Michelangelo while Newton is upgraded Copernicus. Adam Smith is one of my favorites because it makes a lot of buildings free. The statue of liberty was good when I took it from Washington because it allowed me to switch from monarchy to communism early. I did try republic early on before the war but my income did not improve due to increasing the luxury % to replace military police. Eiffel tower can help avoid getting into war with everyone while suffrage is useless outside of Republic or Democracy. It seemed like I was prioritizing war tech and the AI got all of these.

Back to the war, I sent 2 caravels with 3 cannon and musket across the ocean and took a mid sized city. However the next city was their Capitol and I was reminded how much I hate the combat in this game and unmodded civ 4. The whole concept of having to suicide waves of troops against defenders and relying more on industry and logistics to get new units to the front instead of any kind of tactics. The massive advantage of the defender with no way to siege properly, no way to spend time to swing the odds in your favor so that you don't need absurd numerical advantage to win. Things like bombarding, bypassing city defenses and ranged attacks to soften defenders. My cannons should have fired at the city with each turn improving the odds of my muskets but instead I had to save scum for the seemingly less than 25% odds of a cannon killing a defender, for each cannon until I took the city with no losses. I was able to take another medium city after than then got stone walled on the next large city. The odds of winning were even worse this time. Things improved afterwards with more and more veteran cannons being pumped out at home. I still lost some but had little trouble taking the rest of America. India foolishly stole tech so their cities soon fell. Railroads just made it easier for my artillery to move up to enemy cities and attack without waiting. My tech was going modern era as my 1st fighter aircraft just missed the conquering of the last Indian city. I built Hoover dam and cure for cancer with freight rushes, and my expedition of a diplomat and freight discovered Spain. Much later I built seti. I traded for refining and combustion. Subs were decent but power plants were useless because hoover gave free hydro to all cities, not just the home continent. We also traded maps. Their home island was less than half the size of my long snakey land but they had several cities spread out over multiple other islands. Babylon was on a small island with a few cities, including the last of America. Many of my cities reached nothing to produce so I pumped out a lot of freight before going capital. From what I read freight works best when republic or Democracy from airport cities going to similar AI controlled cities. I did some hostile fright drops before capturing cities but the best I got was less than 200g. I moved my forces to Babylon to finish off America with plans to use this area as staging ground for the next war, and B foolishly attacked me. I should have put the warship and transport together but loading the save to land the troops only made me lose a couple cavalry rather than the full transport load. I rush bought airport to airlift troops there, and the transport full of freight that I sent to Spain was killed. I did not know it was so easy to provoke war, but I blame the inability to tell what units are hidden behind the top on a tile. They really should not have attacked a peaceful trade shipment.

I was using the cash looted from conquest to run higher research and soon was building 2 sweet fleets to invade Spain. Each fleet had 1 carrier with 4 bombers and 3 fighters, 2 battleships, 1 aegis, 1 destroyer and a sub. Plus I was pumping armor and mech infantry. I first took out the various smaller islands before both fleets converged on their homeland. The weaker western fleet took the 1st city, which was weaker only because it had a single transport of armor and cavalry. The east fleet had like 4 transports worth of troops ranging from armor, spies, alpine, marines and even a couple partisans for their ignore zones of control. Spain could do little to stop my invasion, nor could France. At best they shot down a few bombers. I had some howitzers enter the war towards the end, and I reduced science spending in favor of gold. I later switched this when I got 30k gold and it seemed that was the max you could have. At some point the game glitched with my title changing to Japanese President, but the name at least eventually returned to normal. The other factions also had the wrong names. Some city graphics were corrupted and the camera refused to move automatically, which meant I had to manually reset the camera for each unit and to move a unit off screen. I also missed my forces being attacked unless I ended the turn on the screen. I heard the sound effects but did not know every battle that I won or units lots. The barbs even captured washinton because I had no idea it was under attack. This got me over a dozen free partisans who easily took back the city. The end was tedious as I had to conquer a few isolated island cities before the game counted a win. England was also a country with only 2 cities on the continent almost connected to mine. They were doing terribly and must have been unable to surpass the barbs. Before then more global warming happened and multiple cities were struggling with lost terraforming. I did not have near enough engineers to fix all the lost farms, desert, jungle and swamp.

End: 114 cities, 30k gold, 42 engineers, 16 partisans, 7 alpine, 88 rifles, 15 marines, 1 para, 35 mech, 4 cavalry, 10 armor, 14 artillery, 3 howitzers, 12 fighters, 16 bombers, 7 helicopters, 6 destroyers, 3 cruisers, 6 AEGIS, 6 battleships, 9 subs, 2 carriers, 8 transports, 2 spies, 20 freight.

Won 1916 with score of 1732, rating of 138% and the Mighty, 72 million population. I was building Apollo program, skipped Manhattan project, and was researching nuclear power. Only a few techs were left to get, including stealth for the best air units. There was plenty of room to build, in particular America and India had free space that kept spawning barbs.

Then I did Emperor as Vikings on standard size map. The map ended up being pangaea with me starting near the SW corner. I made a save right at the beginning and with only 2 save slots I wanted to keep my Celt save intact. I played until about gunpowder while exploring to my south to find it was a dead end. Meanwhile the Babylonians had 2 excellent cities next to my Capitol on a big river. I had to invest in walls and military, and was briefly at war with Chinese. It was clear that I would be playing catch up for the entire game and I should have had those sweet city spots. So I loaded from the beginning using my knowledge of the map to play much better.

This time I explored towards my 2 neighbors and got 2 free cities from huts. I sent a warrior and free archer to block a choke point towards B, while pumping cities to box in Chinese. C only managed to get 3 cities built while I built 1 behind them (which later led to Aztecs) and filled in the entire area west of my Capitol. Unfortunately I had allied with B and C, which allowed them to bypass my blocks and try to settle the vast dead end east. Loading the save was before the alliance with B, but not C. Instead I blocked my roads and got my settlers in place first to claim the last few locations west of my Capitol, and a few more east. I used a wall of new cities, settlers, legion, and caravans to block off the entire unsettled area. It was hilarious seeing like 5 Chinese settlers stuck in my land unable to do anything. Prior to this I was pumping out caravans to rush wonders, as usual focusing on land grabbing and building up instead of getting the early ones. I got crusade in my Capitol then used that production to get Copernicus and Oracle. As the game progressed I also got newton, sun tzu, Magellan, Darwin and Liberty in the Capitol. This time I put research to 0 to get the most out of Darwin free techs. As I spread south I discovered that the Romans were eliminated and the Celts were newly spawned in my future land. So of course that meant war. I used a few legion to wipe them out but only 1 city survived, which spent a long time as a distant outpost before my empire spread that far. At one point I almost lost it due to barbarian elephants. 1 killed my phalanx, while another was killed by my horse. If the 3rd elephant attacked instead of guarding their leader I would have lost. As it was the horse barely managed to kill both elephants in 1 turn. B, England and Aztec all eventually declared war. A large part of that was the alliance with China, because after I made peace with 1 they made me go back to war due to the alliance, which triggered the protection pacts they all signed against me. Soon I got sick of the alliance, as C were uncooperative and kept demanding tech to keep it going. When they demanded something that only I had, I refused and not long after I declared war. They were better off as my province anyway. My army was lots of muskets supported by catapults. I attacked the closest B city with about 8 catapults and almost twice that in muskets. With a bit of save scumming I managed to kill everything in the city with only 3 of my muskets surviving to capture it next turn. Absolutely ridiculous, but that city had Leo's workshop and colossus. I did not bother building up enough military to attack more cities, instead focusing on infrastructure, new cities and wonders. I set my rail network, made a fort to hold off Aztecs, and built a city on the flank of Babylon, both cutting them off from a lot of wilderness and allowing my ships to get through to their main cities. I stole tech repeatedly to keep the lead, and got Bach, Adam Smith, Hoover Dam, and UN in the city that was the original border with B. I later got the all the late game wonders in China, which had some of my highest production, up to 80+ shields. The UN made all the bastards agree to peace and refuse to attack me even when I demanded tribute. Never got anything though, except if they had no troops to withdraw they often declared war. The only other interesting thing to happen was repeat massive barbarian uprisings with 50+ units close to my cities but land access would have gone through Babylon and my lone city. The barbs instead tried to cross the water. The AI did that too and I killed a shocking amount of their troops using naval units.

The AI did a good job keeping up with tech so it was a little interesting fighting enemies that were on par. I gave each of my good cities 1 of barracks, port or airport to pump out vet units and overwhelmed Babylon, then India then finally Aztecs just 1 turn before the end date 2020. The Russians were the only surviving rival with a few cities on an island. There were a couple hiccups while putting down railroad to link into enemy lands as I lost a few engineers before my artillery could roll in. Later I was using howitzers to attack cities, usually 1 attack then take cover inside a city. Armor and artillery then killed the partisans while my defenders guarded cities and wounded units. Bombers lost a lot of value as they lost when the city had SAM. I made sure to rush SAMs in many cities as fighters most often lost when defending a city from a bomber. India took a few cities with espionage but that was just a minor setback. Then I pumped spies to garrison front line cities. The AI completely failed to make proper use of the railroads connecting their cities and mine, never reinforcing cities, doing concentrated attacks, or sneaking spies deep into my territory. The only good thing they did was pummel battleships and my 1 carrier with missiles, though I was astounded by how many missiles a veteran AEGIS could survive. The border with Aztec was rural and it was easy to wipe out their attack force before it could even attack my city. I used battleships and para drops to take their city not on the border then forced peace to give me time to reinforce that city with a rushed airport for airlifting and a transport ferrying troops over. Pollution was very bad with several new instances popping up every turn and 2 major droughts. I did complete the tech tree and 1 future tech but my 1 stealth bomber never had a chance to fight.

End: 109 cities, 9k gold, 35 engineers, 3 fanatics (from bribing cities), 2 partisans, 11 alpine, 92 rifles, 16 marines, 2 para, 50 mech, 2 cavalry, 13 armor, 10 artillery, 26 howitzers, 19 fighters, 9 bombers, 3 helicopters, 2 destroyers, 12 cruisers, 10 AEGIS, 9 battleships, 7 subs, 3 transports, 4 missiles, 9 spies, 54 freight. Never bothered with trade at all.

Score: 1700, 170%, 102 million pop, Augustus rank.

I preferred the large map over standard because of the vast oceans. It seemed like the land mass was about the same on both map sizes. The PC version was clearly better but it is very cool to be able to play some 4X on PSP. I would have to offload the save files to play again though. 1 save per memory card is ridiculous. It is more tedious to play without mouse and keyboard hotkeys but it still might be fun to play again in the future, even try diety. I also might download the pc gold version and try the scenarios I never had back in the day.

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