Here is another list of game features:
- It's a completely independent project, not a clone of Civilization or any other similar game. However it uses some graphics of Civ2.
- The goal is the domination of the whole world, but victory conditions can be changed from game to game. E.g. simple domination (one player exceed 50% of entire game rating), construction of specific building, control of specific regions etc...
- E-Civ is a very high predetermined game is his calculations: there are few events that are calculated by random. During battles some random numbers are presented indeed, but because of the game mechanics the result of most of battles can be predicted.
- The main game object is the only one person. Every guy in the empire (!) have its own task - live in the city and work; get involved in a military or navy unit... It's theoretically possible to give a specific task for every people in the empire. The empires have no population limits.
- Exclusive economic system. Really unique. The main producing object in the game is people working in some ways - in city buildings, city constructions or constructing the land enchanments. Complex system of industry production include resource gathering and processing; some of half-finished products can be used as finished products. E.g. Stone Spear can be used as a Weapon but after processing it can become a Phalanx Order.

- There are Strategic Resources in the game; most of advanced equipment and buildings are made from it.
- The City object is different from others civ-like City models. Cities in E-civ consists of many buildings of diferent types and store any produced or transported resources. This means that the city in e-civ can perform MANY actions in the single turn - e.g. produce food and money, build internal buildings, form military or civil units, discover sciences etc. Cities have many parameters affecting the productivity of city workers; bonus for city defenders included.

- Game information is available to players only in the range of sight of his units and cities; scientific information - only in the range of discovered and available sciences, with some exceptions. During the game some information can be refreshed - e.g. buildings can produce additional types of resources; strategic resources become discovered etc. The Fog-Of-War concept is realized; the information of "long-time-ago-seen" objects don't resfresh.
- The off-city infranstructure system is well developed - there are various types of roads, irrigations, mines, terraforming...etc. All off-city buildings can be constructed by any unit consisting of people, Military included.
- Developed and flexible system of unit equipment. Items of equipment are produced in city buildings and have many usable parameters.
- There are 3 strictly different types of ground units - People Units, Caravans and Spies. Main tasks of each type of units cannot be performed by units of other type: e.g. caravans cannot make any sabotage, and spies cannot build or combat.
- People units aren't produced, they are easily formed from the city population. Unit have variable size, complex structure and have three optional "slots" - weapon, armor and equipment. It's possible to upgrade units with the alteration of any (possibly all) slots and changing of size.
- Armed people units and spies have the parameter "Experience" affecting their performance. They gain experience each turn they survive (only a little), by training or by fight in battles or doing spy missions.
- The main combat parameters of a unit are: Size of the unit; Experience level; Attack; Defence; Range and Ammo (for range weapons); Speed; Current morale. Experience affects Attack, Defence and Morale.
- Each Unit always is included in Army. Army is group of units (or single unit), and is designed for simultaneous actions of units; units can freely join or leave army. Army can combine people units and caravans.
- There is special type of units - Ships. They are only unit capable to move over Ocean tiles. Ships are formed from ship hull resource with addition of some crew. In the advanced games (on Pro server) the ship combat is implemented. Ships always included in a Fleet - like ground units always included in an Army.
- Battles are automatically calculated by server during the turn. There are no limitation in the number of battles. Any unit or city can be involved in unlimited number of combats each turn.
- Battles take place when hostile armies occupy the adjoining tiles (with some exceptions). Only armed units are involved in battles. All the units of each side are grouped in an Army. On the battlefield units move and fight according the battle plan. According to the battle plans of each side the same battle can be finished or by complete defeat of one side or without any casualities.
- Winner army capture civillian and surrendered enemy soldiers that become prisoners. Also capture enemy caravans.
- Cities can have additional defence bonus gained by city defenders. During the city siege a city militia can be formed. When you captured a city some demolitions are performed. Any city can be captured many times in a single turn (however this sity will become a ruin).
- Spies interact only with the spies and cities; armies have no effects to them. Spies are visible to their owner only.
- Spies can perform invisible reconnaissance; perform various types of diversions in cities; can work as counter-spies...
- Main game events are performed in ground but it's possible to transport game objects, like caravans or people, by ships.
- There are 6 science divisions in the game; any science can be linked with the sciences of the same or any other science's division. It's possible to research many sciences in any divisions simultaneously.
- The scientific exchange is not permitted in this game.
- There are many versions of tree of knowledge which determine most of game resources: Basic, light-vesion for novice games (Wait and Nov series); Advanced for experiened players (Mid serie); The most complex (Pro and Team). The differences between these versions are very significant.
- Tree of knowledge is very flexible by nature and can be changed from game to game; during the game it is static indeed. The tree of knowledge is "closed" so player cannot examine future sciences. The tree changes can be very noticeable.
- There are 3 diplomatic states between empires - War, Peace and Alliance. Default is Peace.
- All players are human players, AI is not implemented.
- Change of diplomatic state is performed after moves and battles so you cannot declare war and attack in the same turn.
- There is no fixed limit for the number of players in a game, it§s limited only by the hardware capabilities of the server computer.

The usual number of players per party is 30-40, the maximum known was about 100.
- Turns are performed simultaneously for all players.
- The games have common PBEM modes of turn processing - 5,3,2 or 1 turn per week. Games can change its mode to slower tempo by request of most players.
- The Average number of turns in a game is about 60. But in general number of turns is unlimited.
- There are some types of games (also known as Series) - Wait games are the fist, and act like as an obligatory tutorial play; Nov is for novice players; Mid, Pro, Team and Test - for experienced players. The differences are noticeable - for experienced games an specific client program is required.