PLAY | RPGGeek | EverybodyWiki

      Designer's Notes
In the 1990s, something very unique was happening in the world. Around a small
neighborhood in Wisconsin, children were simulating countries and economies.
Governments and businesses were established, kids were drawing currencies by hand, or
printing them with old computers using rudimentary software. Both inflation and
deflation occurred, including several instances of hyperinflation. Kids as young as 5 years
old were engaging in diplomacy and making business deals. The game was called City,
but the lines between reality and fantasy were often blurred. Physical battles were fought,
items and services were traded for play money, and social relationships were often
manipulated to improve one's standing in the game. Elections, rebellions, treaties,
business contracts, military conquest, taxes, government regulations, theft, investigations,
court, and more. It all happened in the game. It was a complicated phenomenon that never
happened anywhere else on the planet.
 
Kids, of course, can't fully understand every aspect of the game. Even most adults can't.
When I started designing the game at age 9, I only partially understood what I was
creating. As the years went on, more mechanics were added to the game, and rules were
updated as I  learned about the world. Despite these complexities,  young children can
understand some elements of the game that might surprise adults. Generally, I recommend
that kids can start playing at 5, though there have been several 4-year-olds that have
played. But kids often start getting very creative with the game around the ages of 11 and
12. And I have noticed that teenagers often come up with ideas that adults don't. Each age
group, as well as different personality types, adds their own interesting dynamics to the
game. Kids can both learn and contribute naturally in ways that fit their personalities as
they gain experience. MicroCiv is also more than complicated enough that adults can play
it among themselves, far surpassing the complexity of most other games.
 
With the new version of MicroCiv, I wanted to capture the essence of the original City era
as much as possible. Obviously, things have changed since then, and some things can't be
reproduced in their pure form for various reasons. But it has also been improved in other
ways and is now more safe and structured than it was before.
 
 
 
 

      DEVELOPMENT
1988
~early concepts of the game were manifested, such as private properties and custom
currencies
 
1989
~the first rules were established for the game City
 
2011
~concepts for a classroom variant are started
 
2023
~contemporary version created
~classroom variant created
~web application for gamemasters and school staff developed by Adnecto Technologies