On Being Stuck in Sid Meier’s Civilization: The Promise of Freedom in Historical Games

By | December 5, 2023

The Value Foundation, an academic research foundation focusing on research on gaming, has posted on Twitter that 2 researchers from Leiden University have published a new research manuscript about Civilization! The research is featured in the journal of digital games and associated phenomena (DIGRA), and titled “On Being Stuck in Sid Meier’s Civilization: The Promise of Freedom in Historical Games“. In this manuscript they explore a question, which many of us civ-fanatics have probably pondered about multiple times, and that is Civ as a game where you shape history, versus Civ as a history simulator, and how much you can or actually cannot do to achieve this.

An excerpt from the manuscript:

You are never given, for example, the option to create your own mode of government. In Civ6 you can swap between a small pool of government structures, but these are euphemistic versions of governments from western history: autocracy, oligarchy, classical republic, monarchy, merchant republic, theocracy, democracy, fascism, and communism. You can make minute changes by prioritising certain policies over others, make your fascist government even more aggressive, or your merchant republic to work like a financial clockwork, but you have no option to fundamentally design your own government or mode of governance. If you are like us, this stuckness can initially be countered by coming up with all sorts of ‘wild’ political pairings for your game: Communist Americans, Democratic Aztec, the Zulu Republic! Still, this counterfactual trick gets old fast. The Zulu Republic in Civ does not meaningfully play or even look different from, for example, the Dutch Republic.

Contrary to Graeber and Wengrow’s ideas of play-kings discussed earlier, the ability to jump in and out of political structures, in Civ you are actively punished for doing so. Once, for example you move into the modern era and choose Democracy you can include 8 policy cards in the structure of your government, clearly making it a more powerful form of government. If, however, you decide to revert back to an oligarchy or to classical republic, both from the ancient era, you will only have 4 policy slots available. Such an action would place you at such a disadvantage compared to your adversaries that you might as well stop playing the game altogether. Wanting and growing power is central to the way the game forces you to play. The reason for this is that Sid Meier’s enterprise promotes the view that most fun is had by the player when they have the most power. In particular, when he looked at history to design Civ, he felt it were the kings who had the most power and as such would have had the most fun historically (Meier 2020: 204). If you concede your power in Civ, you concede your ability to have fun. In short, you don’t get to be a play-king, and jump in and out of power. Instead, you are to be a real king for the sake of fun.

You can download the whole manuscript here, and you can discuss the manuscript here with us. Let us know how often you see CivFanatics mentioned in there ;).

Play the new Civ6 “Game Of The Month” #172

By | December 4, 2023

For our Civ6 “Game Of The Month” we are setting a christmas-y theme! You play as Victoria (Age Of Steam) on a hot and arid standard size Seven Seas map on King level. You have abundant resources, a legendary start, and you play with monopolies and corporations. The science victory is a must, and it will definitely show you what to do with your riches in the future! The deadline is January 3, and you can find all the other details here.

Millennia Developer Diary – Economy Part One

By | November 30, 2023

We got another developer diary from the new Paradox game Millennia!
This time the diary is about the economy in the game. The devs explain that many things are managed on a regional level, similar to the cities of civ, like food and health, whereas others are managed more on a global level. In total where will be 130 different types of resources, which can be used to satisfy 9 different needs of your population. Various factors like the better technology and national spirits will also influence the efficacy.

For all this information please check this thread.

Civ IV Hall of Fame Update

By | November 29, 2023

The Civilization IV Hall of Fame has been updated – 29 games were accepted since the previous update.

Congratulations to shulec for the highest score of the update with a Small, Epic, Monarch, Space Colony game for 193,742 points.
ajw2255 was the most active player during this update, submitting 8 games.

Only 2 players were brave enough to take on Deity this update:
ajw2255 – 2650 BC, Duel, Marathon, Deity, Conquest game for 51,328 points.​

fizbankovi – 1920 AD, Standard, Normal, Deity, Domination game for 57,933 points.​

fizbankovi – 1949 AD, Standard, Normal, Deity, Domination game for 64,712 points.​

New Number One Entries:

A number of players gained number one positions:

ajw2255 with a 1776 AD, Tiny, Epic, Prince, Espionage game for 32,327 points.
ajw2255 with a 1869 AD, Small, Marathon, Noble, Espionage game for 38,485 points.
Gr8scott with a 1680 BC, Large, Normal, Chieftain, Conquest game for 61,049 points.

New QM/EQMs

Congratulations to ajw2255 on becoming a Quattromaster (BTS).

Discuss this update with us here.

Ara: History Untold: Dev Diary, Ep. 11 – Nitrous Engine

By | November 26, 2023

And we are now at the 11th dev diary for Ara: History Untold.
In this episode the devs talk about the game engine used in Ara, thatthis game studio actually started in a basement, that they saw the need for their own engine to better use the existing hardware (like multiple CPUs) so that more complex games could be made, and that Ara actually needs this optimizations due to the many things going on in this game.
Check it out, and discuss it with us here.

LT81 – Next FreeCiv Longturn game set to start in a few days

By | November 25, 2023

The 81st installment of the FreeCiv Longturn game series set to start in a few days. Longturn is a 20 year old FreeCiv sub-community running one-turn-per-day games, where unlike a regular multiplayer game, their server is always running and players only need to log in once per day at their leisure. Usually the number of players is 10-30+ and the games last up to 4 months or so. In order to play, you must sign in AND CONFIRM on their site before the game starts! Signing up late puts you in a reserve row to take over possible idle players.

The player sign up page for LT81 can be found on their website here: https://longturn.net/game/LT81/

If you’re more interested in spectating you can also follow their impressive blog which covers each game in story form with commentary, artwork and screenshots here: https://longturn21.blogspot.com/

More links & info can be found here: https://forums.civfanatics.com/threads/686897/

Old World update #116

By | November 23, 2023

Mohawk Games, the developers of Old World, have released the latest update for their game. This update makes the lower difficulty levels easier, including a new beginners difficulty level, balance changes, combat improvements, and Kush is now available on the middle eastern map too.

Discuss this update with us here (and read the full list of changes too).

Old World is currently available in the Epic Store, on GOG and Steam.

Mystical Conquests – a fantasy retro 4X

By | November 20, 2023

Retro fans will be interested to read about this game: Mythical Conquests is a turn-based 4X in a fantasy setting, which according to its own description draws inspiration from Civ and Age of Wonders. The setting is in a fantasy world, but you do the usual 4X things of expanding your cities, researching new technologies, and fighting battles. The graphics and sound give a nice retro feeling, and the system requirements are accordingly low. If you feel curious about testing, there is a playable demo available on Steam. Come and join us here for a discussion about Mythical Conquests.