standing its playability as a game.
Poblocki, Kacper (2002). Becoming-State: The bio-cultural imperialism of Sid Meider's Civilization. Focaal: European Journal of Anthropology 39, pp. 163-177. Retrieved 23rd April 2007 from here. Discusses the political ideologies and cultural imperialism of successive versions of Civilization, in which the player implicitly colludes.
Squire, Kurt (2002). Cultural Framing of Computer/Video Games. Game Studies 2(1) (July). Retrieved 23rd April 2007 from here.
Squire, Kurt (2004a). Replaying History: Learning World History through playing Civilization III (PhD thesis). Indiana University. Retrieved 7th August 2005 from here.
Squire, Kurt (2004b). Sid Meier’s Civilization III. Simulation and Gaming, 35(1), pp. 135-40. Largely descriptive review of Civilization III, focusing particularly on what Squires sees as the game's largely untapped potential as an educational tool.
Squire, Kurt, Shree Durga and Ben Devane (2009). Civilization 4. In: Drew Davidson (ed.) Well Played 1.0: Video Game, Value and Meaning. Pittsburgh, PA: ETC Press. Retrieved 13th June 2009 from here. Account of a Civilization 4 game and its educational significance.
Stephenson, William (1999). The Microserfs are Revolting: Sid Meier's Civilization II. Bad Subjects 45 (October). Retrieved 23rd April 2007 from here. A short, lucid, Marxist analysis of the dubious ideologies and subversive potential of Civilization.
Tyler, Tom (2009). The Test of Time: McLuhan, Space and the Rise of Civilization. In: Dobrin, S. and S. Morey (eds.) Ecosee: Image, Rhetoric, and Nature. New York: SUNY, pp. 257-77. Retrieved 22nd June 2009 from here. An analysis of Civilization, and digital games more generally, in terms of McLuhan's notion of acoustic space.
Wark, McKenzie (2007). Gamer Theory. Cambridge, MA: Harvard University Press. Retrieved 3rd May 2007 from here. Chapter 3 ('America') briefly addresses Civilization III, considering the game's algorithmic treatment of space and time.
Weiß, Alexander (2007). Computerspiele als Aufbewahrungsform des Politischen: Politische Theorie in Age of Empires und Civilization. [Computer Games as Storage Form of the Political: Political Theory in Age of Empires and Civilization.] In: Bevc, Tobais (ed.) Computerspiele und Politik: Zur Konstruktion von Politik und Gesellschaft in Computerspielen. Berlin: Lit Verlag, pp. 77-97. Following a discussion of truth in theoretical and fictional texts, Weiß examines Age of Empires and Civilization.
The following websites contain extensive Civilization resources and discussion.
Apolyton. Includes Civilization spin-offs and an active forum.
Civilization Fanatics Centre. Covers all four Civilizations.
The official minimum requirements to install and play Civilization II are:
166 MHz Pentium or faster processor
Windows 95 or 98 with DirectX
16 MB RAM
High-color graphics (640 x 480 resolution, 16- bit color with 2 MB video RAM)
4x CD-ROM drive
60 MB hard disk space
DirectX compatible sound card