Sid Meier’s Civilization II

Alternative title(s)
Antiquity gameEAG
ReleaseFeb 29, 1996
PublisherMicroProse, Activision (PS)
DeveloperMicroProse, LTI Gray Matter (PS)
Platform(s)Windows; Mac OS (1997); PS (1998 [JP, NA], 1999 [EU])
ModeSingle-player, multiplayer
GenreStrategy game; empire-building
SettingVarious civilizations throughout time, including Greece (under Alexander or Hippolyta) and Rome (under Caesar or Livia Drusilla)
Notable charactersBAlexander, Hippolyta, Caesar, Livia Drusilla
DLCConflicts in Civilization (1996), Test of Time (1999)

Bibliography

Apperley, T. (2013). ‘Modding the Historian’s Code: Historical Versimilitude and the Counterfactual Imagination’ in M.W. Kapell & A.B.R. Elliott (eds.), Playing with the Past. Digital Games and the Simulation of History. New York, London: Bloomsbury, 185-198.

Chapman, A. (2013). ‘Affording History: Civilization and the Ecological Approach’ in M.W. Kapell & A.B.R. Elliott (eds.), Playing with the Past. Digital Games and the Simulation of History. New York, London: Bloomsbury, 61-73.

Chapman, A. (2016). Digital Games as History. How Videogames Represent the Past and Offer Access to Historical Practice. New York, London: Routledge. (Ch. 8. ‘Digital Games as Historical Reenactment’)

Charrel, L. (2018). ‘Civilization VI : un opus qui assume ses clichés ?’ in F. Bièvre-Perrin (ed.), Antiquipop. Lyon: online. 

Douglas, C. (2002). ‘“You Have Unleashed a Horde of Barbarians!”‘: Fighting Indians, Playing Games, Forming Disciplines’ in Postmodern Culture 13 (1).

Egenfeldt-Nielsen, S.; Smith, J.H.; Tosca, S.P. (2016). Understanding Video Games. The Essential Introduction. Third Edition. New York: Routledge. (Ch. 3 ‘What Is a Game?’).

Friedman, T. (1999). ‘Civilization and Its Discontents: Simulation, Subjectivity, and Space’ in G.M. Smith (ed.), On a Silver Platter: CD-ROMs and the Promises of a New Technology. New York, London: New York University Press, 132-150.

Gardner, A. (2007). ‘The past as playground. The ancient world in video game representation’ in T. Clack & M. Brittain (eds.), Archaeology and the Media. London: UCL Press, 255-72.

Gardner, A. (2012). ‘Strategy Games and Engagement Strategies’ in C. Bonacchi (ed.), Archaeology and Digital Communication. Towards Strategies of Public Engagement. London: Archetype Publications, 38-49.

Knoll-Jung, S. (2010). ‘Geschlecht, Geschichte und Computerspiele. Die Kategorie ‘Geschlecht’ und die Darstellung von Frauen in Historienspielen’ in A. Schwarz (ed.), « Wollten Sie auch immer schon einmal pestverseuchte Kühe auf Ihre Gegner werfen? » Eine fachwissenschaftliche Annäherung an Geschichte im Computerspiel. Münster: Lit, 185-212.

Lahti, M. (2003). ‘As We Become Machines: Corporealized Pleasures in Video Games’ in M.J.P. Wolf & B. Perron (eds.), The Video Game Theory Reader. New York: Routledge, 157-170.

Mol, A. A. A.; Politopoulos, A.; Ariese-Vandemeulebroecke, C. E. (2017). ‘“From The Stone Age to the Information Age”: History and Heritage in Sid Meier’s Civilization VI’ in Advances in Archaeological Practice 5, 214-219.

Nohr, R. F. (2008). ‘Krieg auf dem Fußboden, am grünen Tisch und in den Städten. Vom Diskurs des Strategischen im Spiel‘ in R. F. Nohr & S. Wiemer (eds.), Strategie Spielen: Medialität Geschichte und Politik des Strategiespiels. Münster: Lit, 29-68.

Schmidt, S.; Rassalle, T. (2020). ‘The roles we play in history: Narratives about women in historical strategy games’. Presented at the Interactive Pasts Conference Online 2, 5-6 November 2020. 

Stephenson, W. (1999). ‘The Microserfs are Revolting: Sid Meier’s Civilization II‘ in Bad Subjects 45.

Watrall, E. (2002). ‘Digital pharaoh: Archaeology, public education and interactive entertainment’ in Public Archaeology 2 (3), 163-169.

Additional keywords

4X, turn-based, history

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