Civilization rebuilt for a console pad and a two-hour game, without losing the one-more-turn pull.
Religion and espionage return, and combat is rebuilt around the hex map the base game shipped with.
Nine scenarios from the Peloponnesian War to the Pacific, and the rules changes that made Civ III worth returning to.
Golden and dark ages, loyalty that can flip a city to a neighbour, and governors to hold it.
Corporations, espionage, random events and the Advanced Start - widely held to be the best expansion the series has had.
Trade routes, world congress and a culture victory you win with tourism; the expansion that finished Civ V.
A standalone remake of the 1994 game on the Civ IV engine: build a colony, then win a war of independence against the king who sent you.
The Alpha Centauri idea again: colonise an alien planet, then choose whether to stay human.
Great Generals, vassal states and six warlike scenarios; the first of the two expansions Civ IV is now sold with.
Sid Meier's turn-based history from 1991 to Civilization VII, one more turn each time.
Culture, borders and strategic resources; the Civ that added the map to the map.
Climate, floods and a world congress; the expansion that completed Civ VI.
Religion, great people and a Grammy-winning theme; the Civ many still prefer.
Sid Meier's 1991 original: settlers, huts and one more turn from the beginning.
Ages that change your civilisation mid-game; the 2025 reboot.
Districts on the map and leaders with agendas; the Civilization of the 2010s.
Hexes, one unit per tile and city-states to court; the Civilization most people played.
From a settler to Alpha Centauri, one more turn at a time; Sid Meier's masterpiece of 1996.
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