- Civilization IV 1.74 for Mac is available as a free download on our application library. The software relates to Games. This Mac application is an intellectual property of Aspyr Media, Inc.
- The first game, Age of Empires I, was released on the 26th of October 1997. It is set during the early years of human civilization from the Stone Age until the Iron Age. That's why many have defined it 'Civilization' in real-time, although the two games are quite different. The game you can download here is a shortened version.
- Sid Meier's Civilization III is the ultimate version of the original and definitive empire building game. Civilization III is an exciting journey through time where players are challenged to create their own version of history as they match wits against the world's greatest leaders and build, expand and rule a world dominating civilization to stand the test of time.
Hey I know this post is kind of old I am having a problem with starting up Civ 3 on my Mac. I installed in through installing Steam on WineBottler. I started up Steam through Wine and went to play Civ 3 but the only thing that would happen is the screen would go white and then go back to the steam window. Age Of Civilization II Free Download Multiplayer PC Game Latest With All Updates And DLCs Mac OS X DMG Worldofpcgames Best Website To Download Free Games 2018. Overview Age OF Civilization 2: Age OF Civilization 2 is an adventure game as well as strategy game. Game features the element of adventure, planning and strategy.
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- Sid Meier's Civilization III
Sid Meier's Civilization III
Windows - 2001
Also released on: Mac
Description of Sid Meier's Civilization III Windows
Read Full ReviewFew strategy series have been longer running or bigger selling than Civilization. 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.
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. Still, some kind of brief resume is needed. The game starts on an empty planet in 4000BC. 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. Broadly, the objective of each is to be successful: to expand their populations, to develop new technologies and to spread around the globe. 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. The winner is declared when one of the six victory conditions is met; these now include cultural, territorial and diplomatic victories as well as the traditional military dominance and construction of a colony ship to send to Alpha Centauri.
Simple, eh? Well, no, not really. Playing Civilization is a thoughtful, slow matter of balancing countless factors - your scientific development vs. luxuries for your population; expansion vs. city growth and defence; cultural vs. military development, and many others. Each civilisation has certain, vaguely historically accurate strengths - the Chinese, for example, are industrious and scientific, while the British are expansionist and commercial. Each starts with slightly different knowledge and units, and each has its own special unit that can't be built by the other civilisations.
As the game progresses, your civilisation's scientists will research whatever you tell them. Early on, discoveries like pottery and currency are important... by the end of the game, you'll be researching nuclear power and space flight. Each discovery enables the construction of new units and city improvements, and reveals further avenues of research. Discovering mathematics, for example, lets catapults be constructed, and allows research into currency.
A new development for Civ III is the strategic resources that appear on the map. For the building of certain military units, it's necessary to have access to certain supplies - horses, saltpeter, oil or uranium, for example. These appear on the playing field as icons, but only once you've developed the technology necessary to use them. So those apparently useless desert zones can become absolutely critical late in the game, when oil becomes necessary for just about all units. They don't necessarily need to be in your territory, though - you can arrange to trade with other civilisations for whatever you lack. Caravans are now gone, and all trade is done from the diplomacy screen.
Actually using your units in anger has become easier than in previous incarnations. Before Civ III, when you had a representative form of government and attempted to attack another civilisation, the Senate would often overrule your decision and prevent the military action. This dynamic is gone, thankfully, replaced by the concept of 'war weariness,' where your population gradually grows discontented in long military campaigns. This is a great improvement, meaning that aggressive rulers must face the possibility of frequent revolts rather than just being prevented from taking their chosen course of action.
International opinion of you also plays a larger part. Breaking peace treaties or using nukes will often make other civilisations unwilling to trade or bargain with you; there are many more options open here than in previous games, and cunning players will find plenty of ways to exploit their opponents. Sadly, while it's possible to give scientific advances to other players, it's not possible to give military units; there were times when we wanted to arm our less technologically developed allies with modern hardware, but there was no simple way to do it.
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Less aggressive players will find many more paths open to them than in previous options. Games can be won by developing the most advanced culture, or by developing international relations to the point where the other rulers elect you Secretary-General of the UN. And when the game ends in 2050 -- you can continue after this if you wish -- victory is awarded to the player with the highest cumulative score, in a histograph victory. High culture scores can cause nearby enemy cities to change allegiance to you, in a kind of peaceful invasion.
Any sort of victory has been made substantially more difficult in this incarnation. It's clear that some serious time has been spent on improving the AI, and new players will find it a challenge on even the lower difficulty levels. Higher levels range from the difficult to the nigh-impossible, but there's never evidence of the AI cheating, or having access to any more information than you would in their position, making for an interesting challenge without being unfair.
The new special, one-civ only units add an interesting new dimension to civilisation development. They're only useful for a certain period of time before they get superseded, so decisive (usually offensive) action during that time is absolutely crucial. The Greeks get the Hoplite, a strong defensive infantry unit, right from the start of the game, so fast expansion is pretty critical early on for them. The Americans should get used to being hammered in the early-to-mid sections of the game because their special, the F-15, doesn't appear until the Modern Age.
You'll also find that the Modern Age goings-on have been significantly improved. The end-game in Civ III is much more interesting than Civs passim, thanks to a combination of small tweaks; about time, too, as it was always disappointing when a ten-hour marathon game ended with a whimper. The new resource system is probably the biggest factor; uranium, oil, rubber and aluminium all appear late in the game, and conflict over any one of these is a possibility. Once the game is over, the replay facility gives a fascinating insight into the path the game took -early in history you're not aware of what's going on with the other civilisations, and watching the replays can often be very educational.
New, too, are the military leaders the game creates. Occasionally, when an elite unit wins a battle, it is converted into a leader, with the power to create an army from three regular units, or enter a city and complete whatever is being constructed there. These are rare in practice, though, and if you're not the military type, it's not unusual at all for a game to go by without you seeing one; it's also somewhat questionable what advantage combining the units in this manner gives the player. The army can attack once per turn; the three separate units could attack once each, wearing down defenders gradually.
But probably the most obvious change in Civ III is in the graphics. All the tile and unit graphics have been updated, and it now runs in 1024x768. It's true, though, that turn-based strategy games aren't about graphics - all the screen needs to do is convey enough information for effective play, and in this respect, Civ falls slightly short. When more than one unit is occupying the same square, the only indication is a little white line to the left of the unit. It would have been useful to have some more information; there's no way to tell at a glance whether those units are artillery, transport, naval - there's plenty of times this information is necessary.
The interface has been improved, too - there is a list of keyboard shortcuts as long as your arm, and in most cases tasks are simple to accomplish. The excellent manual gives an in-depth and comprehensive overview of just about everything Civ players need to know. Just be careful not to drop this 235-page tome on your foot. There are plenty of ways to remove micromanagement by letting the AI manage certain aspects of your development itself; or, if you prefer, you can get involved in the nitty-gritty city management yourself.
So to multiplayer. Or not, as the case may be. For reasons best known to Firaxis (the old 'we wanted to focus on getting the single-player right' chestnut) there is no multiplayer included in Civilization III. This is a real shame; although games take a long time to play, there's plenty of scope for shorter, multiplayer scenarios, and the game is just crying out for a play-by-email feature. Firaxis says it's looking into the possibilities for future upgrades to include multiplayer, but it's still unfortunate that it's currently absent.
Conclusion
In the end, Civ III does suffer a significant drawback - the game's well realised, it's deep and it's addictive, but I'm sure I played it already in 1993. You can buy Civ 1 for a buck in discount stores these days - should you have to shell out almost fifty times more for something that isn't anywhere near fifty times as much game? The progress made in this installment is a little disappointing, but that said, Civ III does continue the franchise's tradition of delivering the very best that the genre has to offer, making it worthy of a hearty recommendation to newcomers and even devoted Civ fans who simply must have the latest and greatest. Perhaps the inevitable expansion pack will deliver the goods for the rest of us.
Review By GamesDomain
External links
Captures and Snapshots
Screenshots from MobyGames.com
Comments and reviews
LostMan1272020-07-141 point Windows version
@jack That means you need a new disc. Same here.
jack2019-02-101 point Windows version
i bought the vanilla version of civ 3 at good will and it says data 2 error does anyone know how i can fix it
Write a comment
Share your gamer memories, give useful links or comment anything you'd like. This game is no longer abandonware, we won't put it back online.
Buy Sid Meier's Civilization III
Sid Meier's Civilization III is available for a small price on the following websites, and is no longer abandonware. GoG.com provides the best release and does not include DRM, please buy from them! You can read our online store guide .
Other Releases
Sid Meier's Civilization III was also released on the following systems:
Mac
- Year:2002
- Publisher:MacSoft
- Developer:Firaxis Games East, Inc.
Similar games
Fellow retro gamers also downloaded these games:
- > >
- Civilization II: Multiplayer Gold Edition
Civilization II: Multiplayer Gold Edition
Windows - 1998
Also available on: Mac
Description of Civilization II: Multiplayer Gold Edition Windows
Read Full ReviewBrian Reynolds Rising
There is no doubt that this is a fantastic time for Brian Reynolds fans. Microprose has recently released Civ2 Multiplayer Gold, a multiplayer version of the classic game that made Brian a widely-recognized name in the gaming industry, and it's likely that by the time you read this we'll be seeing the full retail release of Sid Meier's Alpha Centauri, a 'Brian Reynolds Design' that picks up where Civilization 2 left off. Having just wrapped up involvement with the Alpha Centauri beta program only a week or so before receiving my copy of Civ2 Gold for this review, I found it impossible not to compare the two in great detail. While this is supposed to be a review of Civ2 Gold and not a preview or review of Alpha Centauri, I'll warn you right now that I don't think I'll be able to discuss Civ2 Gold without mentioning the game that many people think of as 'Civilization 3'. In the end, though, there are no real losers in this comparison - it's a great blessing to strategy gamers everywhere (and perhaps a big problem for their employers and spouses) that both of these games hold up so very well.
Having heard plenty of words like 'ugly' and 'fiasco' (and several not fit for a family publication) used to describe the original CivNet multiplayer adaptation, I was a little concerned when I popped open my copy of Civilization 2 Multiplayer Gold. Loyal Civ2 fans need not worry, however - in addition to the full single-player game and both expansion packs, Civ2 Gold contains a very stable and playable multiplayer component. I'll try to focus on the multiplayer aspects, since Civ2 Gold in single-player mode is essentially still just a very clean and very complete version of the strategy game that GDR's strategy editor Tim Chown once called 'the best PC strategy game that money can buy'. Two years later it's still an excellent bargain.
Far and away most important thing to note about the Civ2 Gold Multiplayer edition is that it is still very much a turn-based game. When you play a game of multiplayer Civ2, you will take turns in fullest sense: there will be a period of time when you are not able to move your units because you are waiting for the other players to move theirs. While you wait you can tinker with production, plan your research efforts, and/or raise and lower your taxes. Any changes you make won't take effect until later, however, because in your empire things only really happen on your turn.
Somewhat surprisingly, this works out pretty well. I played a large number of multiplayer games on a LAN and found that for three players or fewer you rarely find yourself watching the timer and waiting for your turn. Before long you grow accustomed to moving your units during your turn and handling everything else - including diplomacy - during someone else's. Civilization is such a complex game world that there is almost always something useful to look at or do while you are waiting. It's a slightly different story as you add more human competitors - with four players you may start to find yourself idle for a few seconds between your turns at bat, and with a full seven human players the game may seem a little slow (depending on the time limit) for the impatient gamers among us. When I did find myself becoming a little restless I usually came to the conclusion that, well . . . I could really find something worthwhile to do like spending a little extra time in the Civilopedia to figure out what sorts of research would get me to that next crucial Wonder of the world. (In a challenging game filled with human players, every moment you spend in planning between turns usually pays off.) All in all, the turn system works well enough that it's renewing my interest in the multiplayer aspects of Heroes of Might and Magic III, which is allegedly going to have a turn-based system very similar to the one found in Civ2 Gold.
When I say that Civilization is a complex game world, though, it's definitely a relative sort of complexity. Victory in Civ2 sometimes involves the launch of a spaceship - a spaceship that in some senses flies right out of your game of Civilization 2 and right into a game of Sid Meier's Alpha Centauri. While Alpha Centauri bears a family resemblance to its predecessor and may not represent a four light-year leap beyond the gameplay found in Civ2 Gold, it is a substantial evolutionary leap indeed. Anyone who doesn't believe me should spend some time in the Alpha Centauri system and then try a return trip to planet Earth - you'll realize just how much you've changed since you've been away.
We're Not In Kansas Anymore
In some respects Sid Meier's Alpha Centauri is one of the most ambitious multiplayer strategy games ever released. Unlike Civ2 Gold, Alpha Centauri was built from the ground up to be a multiplayer game. It offers up a host of gameplay enhancements and a wide variety of fresh design elements while at the same time allowing all players to take their turns simultaneously. (This is somewhat similar to the simultaneous-turn mode employed in Warlords III.) So even the though the game is considerably more complex than Civilization 2 - you'll find yourself dealing with 3D terrain, a complex sociological model and custom unit designs, among other things - you'll find yourself waiting even less in multiplayer mode than you would in a game of Civ2 Gold. I can only imagine how much more intricate the programming model must be for a game design of this complexity.
After playing many hours of Alpha Centauri, Civilization2 Gold Multiplayer seems a little bit like 'strategy lite'. Lite or not, though, Civilization 2 in multiplayer mode is still a lot of fun. The multiplayer-specific portions of the interface are pretty basic, but they are solid and they work right out of the box. Saving and loading works for multiplayer games, and if the host crashes then the AI takes over the player slot and server duties are passed on to someone else. You can also re-load the game at any time and swap a human in for AI players, which means that someone who crashes (and has the AI take over for him) has a chance to join back in right away. About the only really negative thing that can be said of the multiplayer suite is that it doesn't spawn - each human participant will have to shell out $29.95 (US) for his or her own copy of the game. Considering the included expansion packs and the excellent single-player value, though, that's still worth the price of admission. Internet play is sponsored on the MSN Gaming Zone - I haven't played on the net but when I checked the site it was midnight (west coast, USA) and there were at least 20 people still playing.
Since Alpha Centauri was designed to be a multiplayer game from the very beginning, I found its multiplayer suite to have nearly every option I could possibly want. There were many instances in playing Civ2 where I found myself missing the features and functionality I enjoyed in Civ2 's heir to the strategy throne. Perhaps the best example I could point to in comparing Civ2 Gold and SMAC is the multiplayer negotiating screen - I found the Civ 2 interface workable but a little difficult to use, while the analogous screen in SMAC is far and away the best negotiation screen I've seen in any multiplayer strategy game, bar none. Have you ever hesitated to trade technologies in a game of Master of Orion 2 because you didn't know who was getting the better end of the deal? In Civ2 you'll still have to refer to your tech chart to figure out who's taking advantage of who, but in Alpha Centauri all of the crucial information is presented in such a way that you can make those tricky trading decisions in only a second or two. In convincingly launching deep strategy into deep space, SMAC manages to overcome almost every nagging shortcoming I encountered in multiplayer turn-based sci-fi strategy games like Master of Orion 2 and Deadlock.
Civ2 Multiplayer Gold and Sid Meier's Alpha Centauri are both games every strategy enthusiast should own. If you've never purchased Civ2 or own the original version and are interested in the expansion scenarios or the multiplayer capabilities, Civ2 Multiplayer Gold is definitely a good buy. Civ2 Multiplayer Gold ably resurrects a classic strategy game of the past, and in doing so paves the way for an equally monumental strategy game of the future. If you see them sitting side by side on the shelf and can only afford one, well then you obviously weren't listening - you should own them both. If you really can only afford one, though - and this is 'off the record' because I'm not reviewing SMAC - you should find your answer somewhere in the night-time sky.
Review By GamesDomain
Captures and Snapshots
Comments and reviews
AngriffWurst2020-05-170 point Windows version
Game works great as it did all those years ago.
Anyone figure out how to get the music to work?
medvednick2018-02-091 point
I have launched it with emulator from other than T2 link. Works like a charm on my macOS 10.13.
Steps:
1. Install Mac OS 9 app from here: http://www.columbia.edu/~em36/macos9osx.html
2. Transfer Civilization 2 Gold.toast file (no need to unarchive .toast, only zip) by dragging the file to icon of Mac OS 9
3. Install the game
4. Launch from Mac OS 9's application folder
wannaplayciv22016-12-22-3 points
Having same problem, managed to get files into the shared folder etc but when I'm running the application it appears to start but then I just get an 'error 3'..help..
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poctic2016-09-043 points
ok, i got this to work. they key is getting the right files in the right places, working til it functions. thanks T2.
Shared Civ Toast, Installer, Civ II Gold
Civ II Gold Civ II Files, other files in civ 2 gold folder
poctic2016-09-041 point
Thanks to T2 for the advice on set up. i followed it, but got the same error message 'Could not find a translation extension with appropriate translators' as other commenters. I did open the Toast folder in OS X, then move the files to Shared folder.
When i tried installing the Civ II Gold update, i got a file not found error: Civilization II Gold. When i try opening Civ II Gold Rel PPC, i get a similar error that this file needs to be in the same folder as the Civilization II application. i don't see any file like that in the zip folder, so i am a bit lost.
k2016-08-240 point
Civilization 3 free. download full Game Mac Computer
likewise. have installed don't see civ.
Mark2016-08-230 point
T2's instructions do work. But at first Civilisation II Gold.toast is an archive that needs to be opened in the OS X environment - the contents then go in the user/shared folder.
scoob2016-04-202 points
Retro Gamer, I'm getting the same error message. Did you figure out how to get around it?
Hey I know this post is kind of old I am having a problem with starting up Civ 3 on my Mac. I installed in through installing Steam on WineBottler. I started up Steam through Wine and went to play Civ 3 but the only thing that would happen is the screen would go white and then go back to the steam window. Age Of Civilization II Free Download Multiplayer PC Game Latest With All Updates And DLCs Mac OS X DMG Worldofpcgames Best Website To Download Free Games 2018. Overview Age OF Civilization 2: Age OF Civilization 2 is an adventure game as well as strategy game. Game features the element of adventure, planning and strategy.
- > >
- Sid Meier's Civilization III
Sid Meier's Civilization III
Windows - 2001
Also released on: Mac
Description of Sid Meier's Civilization III Windows
Read Full ReviewFew strategy series have been longer running or bigger selling than Civilization. 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.
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. Still, some kind of brief resume is needed. The game starts on an empty planet in 4000BC. 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. Broadly, the objective of each is to be successful: to expand their populations, to develop new technologies and to spread around the globe. 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. The winner is declared when one of the six victory conditions is met; these now include cultural, territorial and diplomatic victories as well as the traditional military dominance and construction of a colony ship to send to Alpha Centauri.
Simple, eh? Well, no, not really. Playing Civilization is a thoughtful, slow matter of balancing countless factors - your scientific development vs. luxuries for your population; expansion vs. city growth and defence; cultural vs. military development, and many others. Each civilisation has certain, vaguely historically accurate strengths - the Chinese, for example, are industrious and scientific, while the British are expansionist and commercial. Each starts with slightly different knowledge and units, and each has its own special unit that can't be built by the other civilisations.
As the game progresses, your civilisation's scientists will research whatever you tell them. Early on, discoveries like pottery and currency are important... by the end of the game, you'll be researching nuclear power and space flight. Each discovery enables the construction of new units and city improvements, and reveals further avenues of research. Discovering mathematics, for example, lets catapults be constructed, and allows research into currency.
A new development for Civ III is the strategic resources that appear on the map. For the building of certain military units, it's necessary to have access to certain supplies - horses, saltpeter, oil or uranium, for example. These appear on the playing field as icons, but only once you've developed the technology necessary to use them. So those apparently useless desert zones can become absolutely critical late in the game, when oil becomes necessary for just about all units. They don't necessarily need to be in your territory, though - you can arrange to trade with other civilisations for whatever you lack. Caravans are now gone, and all trade is done from the diplomacy screen.
Actually using your units in anger has become easier than in previous incarnations. Before Civ III, when you had a representative form of government and attempted to attack another civilisation, the Senate would often overrule your decision and prevent the military action. This dynamic is gone, thankfully, replaced by the concept of 'war weariness,' where your population gradually grows discontented in long military campaigns. This is a great improvement, meaning that aggressive rulers must face the possibility of frequent revolts rather than just being prevented from taking their chosen course of action.
International opinion of you also plays a larger part. Breaking peace treaties or using nukes will often make other civilisations unwilling to trade or bargain with you; there are many more options open here than in previous games, and cunning players will find plenty of ways to exploit their opponents. Sadly, while it's possible to give scientific advances to other players, it's not possible to give military units; there were times when we wanted to arm our less technologically developed allies with modern hardware, but there was no simple way to do it.
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Less aggressive players will find many more paths open to them than in previous options. Games can be won by developing the most advanced culture, or by developing international relations to the point where the other rulers elect you Secretary-General of the UN. And when the game ends in 2050 -- you can continue after this if you wish -- victory is awarded to the player with the highest cumulative score, in a histograph victory. High culture scores can cause nearby enemy cities to change allegiance to you, in a kind of peaceful invasion.
Any sort of victory has been made substantially more difficult in this incarnation. It's clear that some serious time has been spent on improving the AI, and new players will find it a challenge on even the lower difficulty levels. Higher levels range from the difficult to the nigh-impossible, but there's never evidence of the AI cheating, or having access to any more information than you would in their position, making for an interesting challenge without being unfair.
The new special, one-civ only units add an interesting new dimension to civilisation development. They're only useful for a certain period of time before they get superseded, so decisive (usually offensive) action during that time is absolutely crucial. The Greeks get the Hoplite, a strong defensive infantry unit, right from the start of the game, so fast expansion is pretty critical early on for them. The Americans should get used to being hammered in the early-to-mid sections of the game because their special, the F-15, doesn't appear until the Modern Age.
You'll also find that the Modern Age goings-on have been significantly improved. The end-game in Civ III is much more interesting than Civs passim, thanks to a combination of small tweaks; about time, too, as it was always disappointing when a ten-hour marathon game ended with a whimper. The new resource system is probably the biggest factor; uranium, oil, rubber and aluminium all appear late in the game, and conflict over any one of these is a possibility. Once the game is over, the replay facility gives a fascinating insight into the path the game took -early in history you're not aware of what's going on with the other civilisations, and watching the replays can often be very educational.
New, too, are the military leaders the game creates. Occasionally, when an elite unit wins a battle, it is converted into a leader, with the power to create an army from three regular units, or enter a city and complete whatever is being constructed there. These are rare in practice, though, and if you're not the military type, it's not unusual at all for a game to go by without you seeing one; it's also somewhat questionable what advantage combining the units in this manner gives the player. The army can attack once per turn; the three separate units could attack once each, wearing down defenders gradually.
But probably the most obvious change in Civ III is in the graphics. All the tile and unit graphics have been updated, and it now runs in 1024x768. It's true, though, that turn-based strategy games aren't about graphics - all the screen needs to do is convey enough information for effective play, and in this respect, Civ falls slightly short. When more than one unit is occupying the same square, the only indication is a little white line to the left of the unit. It would have been useful to have some more information; there's no way to tell at a glance whether those units are artillery, transport, naval - there's plenty of times this information is necessary.
The interface has been improved, too - there is a list of keyboard shortcuts as long as your arm, and in most cases tasks are simple to accomplish. The excellent manual gives an in-depth and comprehensive overview of just about everything Civ players need to know. Just be careful not to drop this 235-page tome on your foot. There are plenty of ways to remove micromanagement by letting the AI manage certain aspects of your development itself; or, if you prefer, you can get involved in the nitty-gritty city management yourself.
So to multiplayer. Or not, as the case may be. For reasons best known to Firaxis (the old 'we wanted to focus on getting the single-player right' chestnut) there is no multiplayer included in Civilization III. This is a real shame; although games take a long time to play, there's plenty of scope for shorter, multiplayer scenarios, and the game is just crying out for a play-by-email feature. Firaxis says it's looking into the possibilities for future upgrades to include multiplayer, but it's still unfortunate that it's currently absent.
Conclusion
In the end, Civ III does suffer a significant drawback - the game's well realised, it's deep and it's addictive, but I'm sure I played it already in 1993. You can buy Civ 1 for a buck in discount stores these days - should you have to shell out almost fifty times more for something that isn't anywhere near fifty times as much game? The progress made in this installment is a little disappointing, but that said, Civ III does continue the franchise's tradition of delivering the very best that the genre has to offer, making it worthy of a hearty recommendation to newcomers and even devoted Civ fans who simply must have the latest and greatest. Perhaps the inevitable expansion pack will deliver the goods for the rest of us.
Review By GamesDomain
External links
Captures and Snapshots
Screenshots from MobyGames.com
Comments and reviews
LostMan1272020-07-141 point Windows version
@jack That means you need a new disc. Same here.
jack2019-02-101 point Windows version
i bought the vanilla version of civ 3 at good will and it says data 2 error does anyone know how i can fix it
Write a comment
Share your gamer memories, give useful links or comment anything you'd like. This game is no longer abandonware, we won't put it back online.
Buy Sid Meier's Civilization III
Sid Meier's Civilization III is available for a small price on the following websites, and is no longer abandonware. GoG.com provides the best release and does not include DRM, please buy from them! You can read our online store guide .
Other Releases
Sid Meier's Civilization III was also released on the following systems:
Mac
- Year:2002
- Publisher:MacSoft
- Developer:Firaxis Games East, Inc.
Similar games
Fellow retro gamers also downloaded these games:
- > >
- Civilization II: Multiplayer Gold Edition
Civilization II: Multiplayer Gold Edition
Windows - 1998
Also available on: Mac
Description of Civilization II: Multiplayer Gold Edition Windows
Read Full ReviewBrian Reynolds Rising
There is no doubt that this is a fantastic time for Brian Reynolds fans. Microprose has recently released Civ2 Multiplayer Gold, a multiplayer version of the classic game that made Brian a widely-recognized name in the gaming industry, and it's likely that by the time you read this we'll be seeing the full retail release of Sid Meier's Alpha Centauri, a 'Brian Reynolds Design' that picks up where Civilization 2 left off. Having just wrapped up involvement with the Alpha Centauri beta program only a week or so before receiving my copy of Civ2 Gold for this review, I found it impossible not to compare the two in great detail. While this is supposed to be a review of Civ2 Gold and not a preview or review of Alpha Centauri, I'll warn you right now that I don't think I'll be able to discuss Civ2 Gold without mentioning the game that many people think of as 'Civilization 3'. In the end, though, there are no real losers in this comparison - it's a great blessing to strategy gamers everywhere (and perhaps a big problem for their employers and spouses) that both of these games hold up so very well.
Having heard plenty of words like 'ugly' and 'fiasco' (and several not fit for a family publication) used to describe the original CivNet multiplayer adaptation, I was a little concerned when I popped open my copy of Civilization 2 Multiplayer Gold. Loyal Civ2 fans need not worry, however - in addition to the full single-player game and both expansion packs, Civ2 Gold contains a very stable and playable multiplayer component. I'll try to focus on the multiplayer aspects, since Civ2 Gold in single-player mode is essentially still just a very clean and very complete version of the strategy game that GDR's strategy editor Tim Chown once called 'the best PC strategy game that money can buy'. Two years later it's still an excellent bargain.
Far and away most important thing to note about the Civ2 Gold Multiplayer edition is that it is still very much a turn-based game. When you play a game of multiplayer Civ2, you will take turns in fullest sense: there will be a period of time when you are not able to move your units because you are waiting for the other players to move theirs. While you wait you can tinker with production, plan your research efforts, and/or raise and lower your taxes. Any changes you make won't take effect until later, however, because in your empire things only really happen on your turn.
Somewhat surprisingly, this works out pretty well. I played a large number of multiplayer games on a LAN and found that for three players or fewer you rarely find yourself watching the timer and waiting for your turn. Before long you grow accustomed to moving your units during your turn and handling everything else - including diplomacy - during someone else's. Civilization is such a complex game world that there is almost always something useful to look at or do while you are waiting. It's a slightly different story as you add more human competitors - with four players you may start to find yourself idle for a few seconds between your turns at bat, and with a full seven human players the game may seem a little slow (depending on the time limit) for the impatient gamers among us. When I did find myself becoming a little restless I usually came to the conclusion that, well . . . I could really find something worthwhile to do like spending a little extra time in the Civilopedia to figure out what sorts of research would get me to that next crucial Wonder of the world. (In a challenging game filled with human players, every moment you spend in planning between turns usually pays off.) All in all, the turn system works well enough that it's renewing my interest in the multiplayer aspects of Heroes of Might and Magic III, which is allegedly going to have a turn-based system very similar to the one found in Civ2 Gold.
When I say that Civilization is a complex game world, though, it's definitely a relative sort of complexity. Victory in Civ2 sometimes involves the launch of a spaceship - a spaceship that in some senses flies right out of your game of Civilization 2 and right into a game of Sid Meier's Alpha Centauri. While Alpha Centauri bears a family resemblance to its predecessor and may not represent a four light-year leap beyond the gameplay found in Civ2 Gold, it is a substantial evolutionary leap indeed. Anyone who doesn't believe me should spend some time in the Alpha Centauri system and then try a return trip to planet Earth - you'll realize just how much you've changed since you've been away.
We're Not In Kansas Anymore
In some respects Sid Meier's Alpha Centauri is one of the most ambitious multiplayer strategy games ever released. Unlike Civ2 Gold, Alpha Centauri was built from the ground up to be a multiplayer game. It offers up a host of gameplay enhancements and a wide variety of fresh design elements while at the same time allowing all players to take their turns simultaneously. (This is somewhat similar to the simultaneous-turn mode employed in Warlords III.) So even the though the game is considerably more complex than Civilization 2 - you'll find yourself dealing with 3D terrain, a complex sociological model and custom unit designs, among other things - you'll find yourself waiting even less in multiplayer mode than you would in a game of Civ2 Gold. I can only imagine how much more intricate the programming model must be for a game design of this complexity.
After playing many hours of Alpha Centauri, Civilization2 Gold Multiplayer seems a little bit like 'strategy lite'. Lite or not, though, Civilization 2 in multiplayer mode is still a lot of fun. The multiplayer-specific portions of the interface are pretty basic, but they are solid and they work right out of the box. Saving and loading works for multiplayer games, and if the host crashes then the AI takes over the player slot and server duties are passed on to someone else. You can also re-load the game at any time and swap a human in for AI players, which means that someone who crashes (and has the AI take over for him) has a chance to join back in right away. About the only really negative thing that can be said of the multiplayer suite is that it doesn't spawn - each human participant will have to shell out $29.95 (US) for his or her own copy of the game. Considering the included expansion packs and the excellent single-player value, though, that's still worth the price of admission. Internet play is sponsored on the MSN Gaming Zone - I haven't played on the net but when I checked the site it was midnight (west coast, USA) and there were at least 20 people still playing.
Since Alpha Centauri was designed to be a multiplayer game from the very beginning, I found its multiplayer suite to have nearly every option I could possibly want. There were many instances in playing Civ2 where I found myself missing the features and functionality I enjoyed in Civ2 's heir to the strategy throne. Perhaps the best example I could point to in comparing Civ2 Gold and SMAC is the multiplayer negotiating screen - I found the Civ 2 interface workable but a little difficult to use, while the analogous screen in SMAC is far and away the best negotiation screen I've seen in any multiplayer strategy game, bar none. Have you ever hesitated to trade technologies in a game of Master of Orion 2 because you didn't know who was getting the better end of the deal? In Civ2 you'll still have to refer to your tech chart to figure out who's taking advantage of who, but in Alpha Centauri all of the crucial information is presented in such a way that you can make those tricky trading decisions in only a second or two. In convincingly launching deep strategy into deep space, SMAC manages to overcome almost every nagging shortcoming I encountered in multiplayer turn-based sci-fi strategy games like Master of Orion 2 and Deadlock.
Civ2 Multiplayer Gold and Sid Meier's Alpha Centauri are both games every strategy enthusiast should own. If you've never purchased Civ2 or own the original version and are interested in the expansion scenarios or the multiplayer capabilities, Civ2 Multiplayer Gold is definitely a good buy. Civ2 Multiplayer Gold ably resurrects a classic strategy game of the past, and in doing so paves the way for an equally monumental strategy game of the future. If you see them sitting side by side on the shelf and can only afford one, well then you obviously weren't listening - you should own them both. If you really can only afford one, though - and this is 'off the record' because I'm not reviewing SMAC - you should find your answer somewhere in the night-time sky.
Review By GamesDomain
Captures and Snapshots
Comments and reviews
AngriffWurst2020-05-170 point Windows version
Game works great as it did all those years ago.
Anyone figure out how to get the music to work?
medvednick2018-02-091 point
I have launched it with emulator from other than T2 link. Works like a charm on my macOS 10.13.
Steps:
1. Install Mac OS 9 app from here: http://www.columbia.edu/~em36/macos9osx.html
2. Transfer Civilization 2 Gold.toast file (no need to unarchive .toast, only zip) by dragging the file to icon of Mac OS 9
3. Install the game
4. Launch from Mac OS 9's application folder
wannaplayciv22016-12-22-3 points
Having same problem, managed to get files into the shared folder etc but when I'm running the application it appears to start but then I just get an 'error 3'..help..
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poctic2016-09-043 points
ok, i got this to work. they key is getting the right files in the right places, working til it functions. thanks T2.
Shared Civ Toast, Installer, Civ II Gold
Civ II Gold Civ II Files, other files in civ 2 gold folder
poctic2016-09-041 point
Thanks to T2 for the advice on set up. i followed it, but got the same error message 'Could not find a translation extension with appropriate translators' as other commenters. I did open the Toast folder in OS X, then move the files to Shared folder.
When i tried installing the Civ II Gold update, i got a file not found error: Civilization II Gold. When i try opening Civ II Gold Rel PPC, i get a similar error that this file needs to be in the same folder as the Civilization II application. i don't see any file like that in the zip folder, so i am a bit lost.
k2016-08-240 point
Civilization 3 free. download full Game Mac Computer
likewise. have installed don't see civ.
Mark2016-08-230 point
T2's instructions do work. But at first Civilisation II Gold.toast is an archive that needs to be opened in the OS X environment - the contents then go in the user/shared folder.
scoob2016-04-202 points
Retro Gamer, I'm getting the same error message. Did you figure out how to get around it?
Brent2016-04-031 point
'I demand tribute for my patience!' spent so many hours on this game.
Retro Gamer2016-01-120 point
The error i'm getting is: Could not find a translation extension with appropriate translators.
iggy2015-09-131 point
followed these instructions but the game is quitting after initially loading up, saying that there is a type 3 error. any ideas?
T22015-04-2212 points Mac version
HP, I installed it last night and it runs beautifully. Everything you need is there, including the old scenarios I remember. You do need to ensure you have an emulator running OS 9 for it to open. None of these old games will run on OS X. The one I used is this one: http://jon.brazoslink.net/jlg/COIV4.0.1+.zip
There's more info about it here (http://www.macwindows.com/Emulator-for-Mac-OS-9-in-OS-X-updated-for-Mountain-Lion.html), but essentially it's the simplest way to get OS 9 up and running on your modern Mac. Once it's running, just open the Civilisation II Gold.toast file and move the contents to the users/shared folder on your Mac. Open up the emulator, click on the Unix drive, and you'll see Civ there. Just double click and you're away.
hp2015-04-19-8 points Mac version
can someone create a walkthru on how to install and run this please? I'm new to all this stuff and am in dire need of help....
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Game Extras
Various files to help you run Civilization II: Multiplayer Gold Edition, apply patches, fixes, maps or miscellaneous utilities.
Mac Version
- Year:1999
- Publisher:MacSoft
- Developer:MicroProse Software, Inc.
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