Fun School 2: For the Under-6s
DOSEducational
Documented for this version
Left Mouse Button | Select a map square, unit, city, or interface command. |
|---|---|
Right Mouse Button | Cancel a selection or return from a contextual interface screen. |
Arrow Keys | Move the map cursor or scroll the map. |
The DOS version supports mouse-driven interface controls.
Exact keyboard shortcuts can vary by configuration and scenario.
How it plays
The game uses a top-down, tile-based map viewed from an overhead perspective. Players found cities, establish settlements, assign citizens, develop improvements, research technologies, negotiate with rival civilizations, and command military units.
A standard campaign progresses through successive eras and ends through conquest, technological achievement, or other scenario-defined objectives. Test of Time also includes alternate campaigns with different maps, units, technologies, and victory conditions, giving the core turn-based system several distinct settings.
Plan your run
Expand carefully during the opening turns, but avoid founding cities so close together that their workable terrain overlaps unnecessarily. Improve food and production first, then build roads and defensive units where geography makes them valuable.
Research should support the immediate map position rather than follow a fixed sequence. Maintain diplomatic options when possible, watch rival military buildup, and protect trade and production centers before committing to a long war.
Before you begin
Improve food-producing terrain early so cities can grow without stalling production.
Use roads to connect cities and improve unit movement before major wars.
Check scenario-specific objectives; not every campaign uses the same victory conditions.
Civilization II: Test of Time is a turn-based 4X strategy game developed by MicroProse and published by Hasbro Interactive for DOS in 1999. It reworks the Civilization II foundation with a broader presentation and several linked settings, including an enhanced historical campaign and fantasy- and science-fiction-themed scenarios. Players guide a civilization from early settlement through technological development, diplomacy, territorial expansion, and military conflict. The game is designed around deliberate planning rather than reflexes, with every turn combining economic, geographic, and political decisions. Reception was mixed: some players appreciated the additional scenarios and revised interface, while others considered it less focused and less polished than the original Civilization II.
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