Civilization VII Balances Progress and Problematics

Sid Meier’s Civilization VII, released on Tuesday for PCs, Macs, and consoles, has been shaped by two Ph.D. historians on its design team, who brought a deep appreciation of cultures across the globe to the game. The latest installment in the turn-based strategy series maintains a colonialist worldview at its core, with players often pitted against “barbarians” rather than actual nations.

The new game features three distinct ages: antiquity, exploration, and modern, each with unique dynamics and mechanics. Leader characters are also decoupled from their historically accurate homelands, allowing players to choose a leader that fits their playstyle. For example, Benjamin Franklin can lead Meiji Japan or Charlemagne can command the Shawnee.

Civilization VII aims to address criticisms of previous games by reframing barbarians as “independent powers” and adding more nuanced historical details. The game’s attention to cultural accuracy is evident in features such as ships specific to South India with names in Tamil when playing as the Chola Empire.

However, despite these efforts, the series’ colonialist underpinnings remain intact. Nikhil Murthy, a long-time Civilization player and independent developer, argues that this view is deeply ingrained in the game’s design: “It’s winner take all,” he said. “It’s growth for the sake of growth. And it’s history from above, not below.”

Murthy suggests that the developers could incorporate a cooperative win condition at minimal game design cost, potentially altering the way players approach the game and real-world geopolitics. While Civilization VII offers new features and improvements, its problematic underpinnings will likely continue to spark debate among players.

Source: https://www.nytimes.com/2025/02/11/arts/civilization-7-design-firaxis.html