Crawford had an enormous hit with
Balance of Power in 1985, selling hundreds of thousands of copies and making about $10 million for its publisher, Mindscape. During the development of
Power he had cut a number of ideas to keep the game simple and allow it to fit within the 128 kB memory of the original
Macintosh computers. He later concluded these ideas didn't really belong in that game anyway, especially the more detailed economics concepts, but they had always struck him as interesting. He followed this up in 1987 with
Trust & Betrayal: The Legacy of Siboot, but it was not a commercial success, in spite of being one of Crawford's favorite games. His publisher, Mindscape, asked him to do a sequel of
Balance of Power as his next effort, and this was released in 1990 as
Balance of Power: The 1990 Edition. Crawford was not terribly happy with the effort, considering it to be more a cleaned up version of the original than a true sequel. Some time around this point, Crawford,
Sid Meier and
Dan Bunten all began work on new
empire building games. They later met to discuss their designs. Meier stated his goal was to make the game fun, above anything else, and he was willing to abandon realism or depth to achieve that end. He went on to release
Civilization in late 1991, which was a huge success and produced a series of sequels. Bunten was primarily interested in putting social aspects into the system, following in the footsteps of the lauded
M.U.L.E. Bunten went on to release
Global Conquest in 1992, a four-player game with cooperative elements that received highly favorable reviews. Crawford's game started out with the name
Macro-Economic Conquest. As the name implies, his design focused on the economic aspects of production, and how they affected the running of an empire. The basic concept was to define the relationships between the raw materials and the worked goods needed to gather them; for instance, farming was improved by building farm tools, which could be built by assigning workers to create them using wood and iron. Iron, in turn, required charcoal and iron ore. Other inputs into the design were his dissatisfaction with fixed maps and a desire to improve the diplomacy system. The first led to the creation of a purely algorithmic system for generating random continents with provinces within them. The system generated more complex and convincingly real landforms than contemporary systems like
Empire, which drew blob-like shapes. Another algorithm was used to generate random names for the provinces. The second was inspired by work he had seen at
Atari, Inc. by Susan Brennan that could change a face to represent different emotions. He used this concept in the game to modify the faces of the computer players when they met during diplomatic events. ==Reception==