![]() Master of Magic was a source of inspiration, but he still didn’t find the combat to be much fun. “It was a long journey, making it more tactical,” Reynolds recollects. Reynolds wanted to get rid of those moments where a phalanx could stand up to a battleship. It also made the era units were from matter more. The result was considerably more tactical when compared to Civilization’s basic combat. Indeed, it was dramatically enhanced, thanks to unit hit points. “It actually quadrupled the amount of code we had to write.” These changes to diplomacy also served as the beginning of the national border system that would see use in future Civs, as well as Alpha Centauri, which Reynolds also designed.ĭespite this focus, conquest wasn’t forgotten. “We did a lot of work on diplomatic AI in Civilization II,” Reynolds stresses. So there was the aforementioned alliance system, while peace treaties would force the other civilisation to remove its units from your areas. The original Civilization made it so that there was more than one way to win the game, but with Civ II, Reynolds wanted to double down on peaceful solutions. ![]() It was probably the first triple-A game that could run on the operating system, and we really leaned into it.” This allowed Reynolds to play around with different screens, making the UI modular, taking advantage of the OS’s strengths. “We were perfectly placed with the launch of Windows 95 to be successful. They just thought it was Civ, but for Windows.” That didn’t mean the fact that it was being designed to run on Windows 95 wasn’t important. “It all started to feel really fresh, but for reasons you couldn’t always put your finger on. After Civ II, Reynolds went on to design Alpha Centauri, as well as Rise of Nations.
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