Sid Meier's Civilization VII was officially revealed from Firaxis Games and 2K, due to arrive sometime in 2025. Although we don't exactly know much about it just yet.
The official teaser video:
Direct Link
Here's the thing that might excite you perhaps: multiple previous games in the series had Native Linux versions, although they were external ports by Aspyr Media. This time around, it appears Linux (and macOS) will be supported once again but it's not entirely clear who is doing the Linux / macOS versions as it wasn't stated.
The press release made it clear multiple times it will be available across "PlayStation®5 (PS5®), PlayStation®4 (PS4®), Xbox Series X|S, Xbox One, Nintendo™ Switch, and PC, Mac and Linux via Steam".
From the press release:
"For more than 30 years, players from around the world have shared their love and support for Civ," stated Sid Meier, Founder and Director of Creative Development at Firaxis Games. "I'm incredibly excited for Civ fans to see Civilization VII, a game that represents the culmination of three decades of strategy innovation and refinement."
“With more than 70 million copies sold-in and over 1 billion hours played, the Civilization franchise is a crown jewel for 2K," stated David Ismailer, President of 2K Games. “What the team is looking to accomplish with Civilization VII is nothing short of breathtaking, and we're confident that Firaxis Games has another hit on their hands with Civilization VII."
The Steam page that's now live does have both Linux and macOS sections in the system requirements too, but they're noted as "TBD" (to be decided).
This being the AGE OF AI, maybe they'll put an actual AI inside the game this time around, who knows.So then even more nuke happy than the class collaborationist Gandhi? lol
Here's hoping for a return to form, after the disappointment that was VI.Let's hope for the best, but be prepared for the worst.
V was annoying to play but still somewhat interesting, VI is just boring.
IV > II > I > III >> V > VI
This being the AGE OF AI, maybe they'll put an actual AI inside the game this time around, who knows.So then even more nuke happy than the class collaborationist Gandhi? lol
I mean, since 1993, the computer 'players' don't actually *play* the game in Civilization, they *spam* buildings and units at no penalty -- and 'difficulty level' is just a measure of how fast they spam. Which, I guess, is fitting, because the *human player* is expected to do similar: Keep consuming resources to spam stuff, and he who consumes most, to spam most, wins at the end.
So it isn't really a fun little sandbox to write yourself an alternate history ... unless ALL you understand by 'alternate history' is a history of who has spammed most stuff.
It's probably not a coincidence, that building the stock market later on in the game has always contributed to the overall happiness score of your civilization, and since Civ II, the player is able to divert all surplus 'production' into 'capitalization' for infinite wealth.
... and diplomacy & geopolitical resource management after Civ III was supposed to help players get some sort of grip on other civilizations' reasons for liking or disliking each other ... except there's always some weird coefficient that somehow multiplies all the relevant numbers, and anyone can turn against anyone else for no reason whatsoever.
I think the Linux version of Civ V runs acceptably, but it has been some time since I've played it, so I'm not certain.
As much as I like the game's underlying concept, after more than 30 years, it all feels a bit worn out to me. I guess history holds no surprises anymore, and making the mechanics more convoluted every time does not necessarily make for better gameplay.
But if it came with native Linux support, I'd probably give it a try, though maybe not day one.
Civilization VI has a native Linux version, but it runs like a pig. Running the Windows build with Proton gives substantially better performance.
I think the Linux version of Civ V runs acceptably, but it has been some time since I've played it, so I'm not certain.
It was also missing features when I played it last year, borderless window mode for one was missing but present in the Windows version.
And yeah, I was surprised how badly it ran even on turn 1 on the Linux version, but was absolutely fine through Proton.
Civilization VI has a native Linux version, but it runs like a pig. Running the Windows build with Proton gives substantially better performance.
I think the Linux version of Civ V runs acceptably, but it has been some time since I've played it, so I'm not certain.
The Linux version of Civ V was fine, but it has such outdated dependencies now that you're also better of playing the Proton version.
Man, I hate trailers with a complete lack of gameplay! That makes me far from encouraged for Civ7. Give me a square grid, Leonard Nimoy, and a doomstack, or give me pizza pie!
Also, I've probably played Civilization II: Test of Time the most. The bastard remake of II that was meant to compete with Alpha Centauri. I liked it myself. 👀
Me too, particularly the fantasy campaign! I really enjoyed the "two maps in one" bit.
Last edited by redneckdrow on 10 June 2024 at 10:04 am UTC
Finally, another odd-numbered Civ! Here's to being cautiously optimistic based on the pattern: I first played III and was deeply in love (it's what got me into modding), hated IV (where they made the utterly baffling decision to remove all ranged attacks until you unlock airplanes!), quite enjoyed V (where ranged units became first-class citizens and they went above and beyond on the leader voice work), and was so indifferent to VI (and its goofy leader art style) that I never played it. So simply based on the fact that this is an odd-numbered sequel I'm expecting to like it.I played a bit of VI, and the goofy art style was goofy but whatever. However, the main innovation was this thing called "districts" that added a dimension to your city building, which seemed like it was going to be cool but in the end I didn't like it. Thing is, your city has a certain amount of territory in the hinterland that it's working, right? So, most of your buildings fit into "districts"; there's a district for research stuff and a district for commercial stuff and so on. And the districts give you extra stuff, and more extra stuff depending where you put them. And to have more people in the city you need to place housing districts. But the thing is, realistically enough, these districts take up the hex they're put in, and stop your people from working it. So just like a real city, once you've grown the thing a bunch your districts are taking up all the good farmland. But unlike a real city, you can't extend your hinterland much wider to compensate, so you end up with a weird balancing act in your best cities. When I think about the scale, it doesn't really make THAT much sense, because I think you're ending up with medieval cities hundreds of miles across. Plus, you generally can't make all the kinds of districts in one city, which I find annoying because I like my cities to have everything. Also at the beginning the district placement can have really pronounced effects--if you happen to have your first city near some mountains that curve, and can quickly put a knowledge-type district tucked into the curve so there's mountains on multiple sides, you can have like five times as much research. If you don't happen to have that, sucks to be you. It did have some good stuff too, but nothing really memorable--I definitely find myself going back for a game of V, not VI.
As much as I like the game's underlying concept, after more than 30 years, it all feels a bit worn out to me. I guess history holds no surprises anymore, and making the mechanics more convoluted every time does not necessarily make for better gameplay.
That's the feeling I had, too. I guess they can't say "Hey, we finally made it less complex!" But that might be what I'm longing for. Or, maybe, it's just not for me anymore?
Man, I had days where I "woke up" from playing in the mid of the night, having to get up early next day...
See more from me