one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

explore with units -> found and grow cities -> allocate production and research -> unlock advances and wonders -> expand, trade, or fight rivals -> win by conquest or the space race

design notes

Meier and Shelley combined the technology tree of Francis Tresham's board game with Empire's exploration and conquest and Railroad Tycoon's idea of several interacting systems managed at once; a SimCity-style zoning layer in an early prototype was dropped. Each city works surrounding terrain tiles for food, production, and trade, a worked-tile yield model the taxonomy does not yet name (proposal worked-tile-yields), and battles resolve from unit attack and defense values (proposal stat-combat-resolution). Wonders exist once per world, so building one denies it to every rival.

relations

16 stored edges
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uses

Fog of war

The map starts hidden and is revealed by exploring units; barbarians emerge from huts, unclaimed land, and the sea, and become rarer as exploration proceeds.

core
uses

Tech tree

Advances are researched one at a time through a prerequisite graph adapted from Tresham's 1980 board game, from Pottery and the Wheel to Nuclear Fission and Space Flight; each unlocks units, city improvements, wonders, or governments, so research order shapes the game.

core
uses

Turn structure

Turns run from 4000 BC to as late as AD 2100; each turn every city produces and every unit moves, against two to seven AI civilizations.

core
uses
supporting
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Citizen satisfaction

Cities track content and unhappy citizens; luxuries, temples, and wonders keep cities out of civil disorder.

supporting
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Corruption leakage

Corruption removes part of each city's trade, rising with distance from the Palace and depending on government type; a Courthouse reduces it.

supporting
uses

Faction diplomacy

Relations with rival civilizations lead to alliances, peace, or war.

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Policy toggles

Government forms unlocked by research change the economic and military rules of the civilization.

supporting
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Procedural terrain

Random worlds are generated for each game, with an alternative Earth map.

supporting
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Road networks

Settlers build roads and later railroads that speed movement between cities.

supporting
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Statistical combat resolution

Combat compares the attacker's attack value with the defender's defense under terrain and fortification modifiers and a random draw, and the loser is destroyed.

supporting
uses

Taxation

The player sets tax rates and the share of trade spent on research.

supporting
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Territorial control

Cities are captured by moving a military unit into them, transferring the city and its worked tiles to the conqueror.

supporting

backlinks

computed from other records

sources

3
Wikipedia contributors (2026). Civilization (video game). Wikipedia
Wikipedia contributors (2026). Technology tree. Wikipedia
Wikipedia contributors (2026). Sid Meier. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog