The invitation to EXplore, EXpand, EXploit and EXterminate that comes with the
game’s unfortunately spelled sixth iteration is hard to resist, harder still to
play
I am feeling anxious about the world. We have had mayoral elections in my part
of Canada in which one candidate was backed with more gold than Croesus, so it
wasn’t even a contest. In the UK people have not got the Labour government they
hoped they were voting for. And as someone who lives a few hours’ drive from the
US border, I can only pray that Orange Hitler doesn’t get in again. Or maybe I
pray that he does, lest our neighbours to the south end up in an
election-denial-driven repeat of the civil war. So I thought I’d play a game
where I get to direct the rise and fall of civilisation myself instead. As a
treat.
Civilization 6 is what’s known as a 4X game. 4X stands for “EXplore, EXpand,
EXploit and EXterminate”, a phrase that offends my pedantic spelling
sensibilities. Unfortunately the four “exes” I spent a lot of time doing here
was Exert, Expire, Exclaim and then Exit due to this game’s Execrable gamepad
controls, which are as intuitive as a Heston Blumenthal recipe. I lost count of
the times I moved the wrong unit, or had brain freeze trying to remember what
button did what. I would have preferred a more common sense control system,
mouse and keyboard support, or an interface that uses the power of thought, like
that one Elon Musk pretends he has.
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Tag - Strategy games
Many historians of a certain age admit that the game reinforced their passion
for the past and got them into the field. Four of them explain what drew them in
My dad is the kind of man who will find a game he enjoys and stick to it. While
I have always flitted about, hopping between different genres, he remains the
only person I know who does absolutely everything it has to offer. When people
ask, “who actually finishes these enormous games?”, I can respond with
confidence that it is a geordie man in his 60s with a love of Lego and creative
swearing. Age of Empires II had a grip on him for well over a decade.
The game came out in 1999, when I was five years old, and I am not exaggerating
when I say that it was a permanent feature of our domestic life right up to when
I moved out thirteen years later. The only thing that changed were the laptops
he played on, which became progressively less bulky over the years. The sound
effects, from the iconic “wololo” of the priests and the villagers’ warbles of
acknowledgment as you sent them to chop wood, were the soundtrack to my
childhood.
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Firaxis Games needed to move on from Civilization 6 because, its developers
explain, ‘it was getting too big for its britches’
It’s been eight years since Civilization 6 – the most recent in a very
long-running strategy game series that sees you take a nation from the
prehistoric settlement of their first town through centuries of development
until they reach the space age. Since 2016 it has amassed an abundance of
expansions, scenario packs, new nations, modes and systems for players to master
– but series producer Dennis Shirk at Firaxis Games feels that enough it enough.
“It was getting too big for its britches,” he says. “It was time to make
something new.”
“It’s tough to even get through the whole game,” designer Ed Beach says,
singling out the key problem that Firaxis aims to solve with the forthcoming
Civilization 7. While the early turns of a campaign in Civilization 6 can be
swift, when you’re only deciding the actions for the population of a single
town, “the number of systems, units, and entities you must manage explodes after
a while,” Beach says. From turn one to victory, a single campaign can take more
than 20 hours, and if you start falling behind other nations, it can be tempting
to restart long before you see the endgame.
Civilization 7 will be released on PC, Mac, Xbox, PlayStation 4/5 and Nintendo
Switch on 11 February 2025.
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