Retrospective of Sid Meier’s Alpha Centauri

The Earth is the cradle of humanity, but mankind cannot stay in the cradle forever — Russian rocket scientist Konstantin Tsiolkovsky
By Patrick S. Baker
After the huge success of both Sid Meier’s Civilization I (1991) and Civilization II (1996), both released by MircoProse, another sequel was inevitable, however, it was not going to be something as prosaic as a third Civilization (although a third Civilization game was developed and released in 2001).
Instead, Sid Meier, chief developer of the first game, and Brian Reynolds, the chief developer of the second game, decided to go for something different, more of a spiritual sequel than a direct one. That something became Sid Meier’s Alpha Centuri.
The various moves and decisions of MicroProse’s and its parent company, Spectrum Holobyte’s, management, which lead to Meier, Reynolds, and Jeff Briggs breaking ties with the companies and forming Firaxis Games in 1996 have been discussed elsewhere. The Firaxis team had left the Civilization Intellectual Property and name with MicroProse, so despite wanting to do another turn-based, “explore, expand, exploit, and exterminate” (4X) strategy game they couldn’t just do another Civilization. Plus, they wanted a fresh focus other than world history.


During the six years between the release of Master of Orion II: Battle at Antares and the release of Master of Orion III, the PC gaming world proved to be something of a Hobbesian trap for game developers and publishers, that is to say: “…. poor, nasty, brutish, and short.”
By Patrick S. Baker
By Patrick S. Baker
By Patrick S. Baker
