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Civilization Revolution

Sid Meier's Civilization Revolution is a turn-based 4X strategy video game developed by Firaxis Games and published by 2K Games. Released in June 2008 for PlayStation 3 and Xbox 360, with later ports to Nintendo DS in July 2008, iOS in 2009, and Windows Phone in 2012, it marks the first entry in the Civilization series designed primarily for consoles and handheld devices. Designed by series creator Sid Meier, the game streamlines the complex mechanics of traditional Civilization titles to deliver faster-paced gameplay suitable for controller-based systems, while retaining core elements like empire-building and strategic decision-making. In the game, players select from 16 historical civilizations—each led by a unique figure and offering specialized bonuses—and guide their society from the to the , aiming for victory through one of four paths: domination by conquering enemy capitals, technological supremacy via a , cultural dominance by constructing wonders and generating great people, or economic mastery by amassing 20,000 gold and building the wonder. Gameplay emphasizes exploration of a procedurally generated , expansion through city founding and , exploitation of resources for technological advancement, and extermination of rivals via campaigns, all within shorter sessions compared to PC counterparts. The title supports single-player campaigns against opponents as well as multiplayer modes for up to four players, with real-time elements integrated into and interactions to enhance . Upon release, Civilization Revolution received critical acclaim for its approachable design and faithful adaptation of the franchise's addictive formula, earning scores around 85% from major outlets. added new wonders, artifacts, and scenarios, and a sequel, , followed in 2014 exclusively for mobile platforms. The game's enduring appeal has led to on newer consoles, allowing modern players to experience its blend of historical strategy and competitive depth.

Gameplay

Core Mechanics

Civilization Revolution is a game that adapts the classic principles—, , , and extermination—for console and handheld play, with simplified controls to facilitate quick decision-making and intuitive navigation using analog sticks and buttons. Players begin in 4000 BC and progress through historical eras by managing a civilization's growth over discrete turns, where actions like moving units, building structures, and conducting occur sequentially until all players have acted. This loop emphasizes while streamlining complex from the main series, allowing for shorter sessions typically lasting 1-3 hours per game. Players select from 16 civilizations, each led by a with unique bonuses that influence playstyle, such as military advantages for under or cultural boosts for under . For example, the American civilization led by starts with bonuses to production and receives extra gold from trade routes, encouraging a balanced approach to expansion and economy. These starting perks, including unique units or technologies, provide immediate strategic options tailored to different paths. Resource management revolves around four primary yields: for city population growth, for constructing units and buildings, for maintenance and trade, and for technological advancement. Cities can be specialized by assigning a —such as for rapid via granaries that increase food output, or through libraries that boost research—while wonders like the Pyramids provide global bonuses to food across all cities. Workers improve surrounding tiles to enhance yields, but over-expansion risks unhappiness and reduced efficiency, requiring careful balancing of growth and stability. The is streamlined compared to the core series, featuring a linear progression of key innovations that unlock essential units, buildings, and abilities, with research accumulated via points from cities and trade. Notable examples include , which enables granary construction for better food management, and Bronze Working, which unlocks early units like spearmen for . Later techs such as Rocketry facilitate space-based victories by enabling components. Players must prioritize branches aligned with their , as tech costs increase over time. Units form the backbone of military and expansion efforts, categorized into combat types like (e.g., warriors and swordsmen for close-quarters fighting), ranged (e.g., archers for distant attacks), and naval (e.g., galleys for sea exploration and transport), alongside non-combat roles such as workers for improvements and settlers for founding new cities. Combat resolves through a dice-roll system influenced by unit strength, modifiers (e.g., defensive bonuses from hills), promotions from , and leader abilities, creating probabilistic yet strategic engagements without requiring precise positioning . Diplomacy provides basic interactions with or human opponents, limited to essential functions like trading or technologies, forming temporary alliances to share or mutual , and negotiating after wars. Relations are tracked via a simple attitude meter affected by past actions, with options like demands or bribes adding tension, though the system prioritizes quick resolutions over deep negotiations found in fuller entries of the series. These mechanics integrate with the core loop to enable cooperative or confrontational playstyles leading toward various victory conditions.

Victory Conditions

In Sid Meier's Civilization Revolution, players pursue one of four primary victory conditions, each emphasizing a distinct strategic path within the game's simplified turn-based mechanics: , , Economic, or Cultural. These paths are tracked via the Diplomacy Panel, allowing players to monitor progress toward each goal alongside rivals. If no player achieves a primary by the year 2100 AD (after approximately 193 turns), the game ends with a Score Victory awarded to the leader with the highest overall points, calculated from factors such as controlled land area, technological advancements, constructed wonders, and strength. Domination Victory is achieved by capturing the cities of all rival civilizations using units, effectively eliminating opponents from the game. To succeed, players must build and promote armies through combat experience, unlocking upgrades like increased strength or special abilities (e.g., for units), while managing supply lines and defending against counterattacks. This path favors aggressive expansion and is supported by leader traits such as those of Genghis Khan's , which grants +50% trade from captured cities in the Ancient Age to fund further conquests. Science Victory requires researching the Space Flight technology in the Modern Age, followed by constructing the Space Project wonder and assembling its components—SS Fuel, SS Propulsion, SS Life Support, and SS Habitation—in a single city. Once built, the spaceship launches toward Alpha Centauri, taking a number of turns to arrive and secure victory depending on the number of propulsion modules included, during which players must defend against sabotage. Key prerequisites include earlier techs like Rocketry and supporting infrastructure such as Libraries (doubling science output) and Universities (quadrupling it), often accelerated by the Apollo Program wonder, which instantly grants several advanced technologies. Leaders like Mao Zedong's China, with half-price Libraries in the Industrial Age, provide a strong boost to this research-intensive path. Economic Victory demands accumulating 20,000 gold in the treasury through trade routes, taxation rates, and production buildings like Markets and Banks, after which the World Bank wonder can be constructed to claim victory. Wealth generation is enhanced by establishing trade caravans, adopting the Democracy government for +50% gold output, and leveraging corporations such as the East India Trading Company for bonus income from overseas trade. This path benefits from leader traits like Abraham Lincoln's America, which adds 2% interest on gold reserves in the Ancient Age, compounding economic growth over time. Cultural Victory is attained by earning 20 Culture Points from a combination of generated Great People, built wonders, and culturally flipped enemy cities, enabling construction of the wonder. Great People (e.g., Artists or Thinkers) are produced at rates influenced by city specialists and buildings like Temples (+1 culture per population) or Cathedrals (+2 culture per population), with each Great Person contributing points upon generation or use (such as flipping a city for 1 point). Wonders like Shakespeare's Theatre provide +100% culture output, while flips occur when a city's cultural borders expand to encompass rivals, accelerated by the wonder. excels here due to its spiritual trait, granting +1 culture per city in the Ancient Age and +25% Great People generation in the , synergizing with boosts for hybrid strategies.

Multiplayer Features

Civilization Revolution supports multiplayer for up to four players, enabling free-for-all, head-to-head, team-based, or scenario-driven matches, with AI opponents able to fill incomplete lobbies to maintain full games. The game employs simultaneous turns in multiplayer sessions, allowing all players to issue commands concurrently rather than waiting sequentially, which streamlines play and reduces downtime compared to traditional turn-based systems adapted from single-player core mechanics. Online multiplayer integrates with Xbox Live on the Xbox 360 version and PlayStation Network on the PS3 version, providing automated matchmaking, ranked matchmaking for competitive play, global leaderboards to track performance, and achievements awarded specifically for multiplayer victories or milestones. Local multiplayer is available via system link on consoles, connecting multiple systems over a local area network for direct play without internet, though it lacks split-screen support on a single console. On later ports such as PC and mobile, pass-and-play options enable turn-based local sessions among players sharing the device. Distinct multiplayer mechanics include adjustable shared map visibility settings, allowing hosts to configure fog of war levels for more open or secretive gameplay, and diplomacy systems featuring formal alliances that carry risks of betrayal through broken pacts or surprise attacks. Multiplayer-exclusive scenarios, such as ancient-era conflicts like the Barbarian Invasion or regional conquests, emphasize competitive dynamics and group victory conditions without altering core win criteria. In mixed human-AI lobbies, balance is maintained through scalable AI difficulty settings, ranging from Chieftain to , which the host can adjust to match human skill levels and ensure fair integration of computer-controlled opponents.

Development

Design and Production

Sid Meier's Civilization Revolution was announced on June 28, 2007, by publisher 2K Games during the , marking the first entry in the series designed primarily for console and handheld platforms. Developed by , the project was led by series creator as director of creative development, who personally oversaw the redesign to adapt the complex strategy gameplay for controller-based systems. The design philosophy centered on simplification and accessibility to appeal to casual strategy enthusiasts unfamiliar with the PC-centric Civilization series, reducing micromanagement elements like granular city production and unit maintenance from prior installments. Key adjustments included larger, more visually distinct units to facilitate console navigation, quick-resolution combat animations to accelerate pacing, and a streamlined technology tree pruned from the expansive version in Civilization IV, focusing on core progression paths across three historical eras. Leaders were fully voice-acted with unique personalities and contextual speeches to enhance diplomatic and narrative immersion, while multiplayer features emphasized short, engaging sessions over marathon campaigns. Sid Meier emphasized this approach as an opportunity to "examine the Civ series and determine which features are the most fun," aiming to broaden the franchise's reach without alienating longtime fans. Production spanned roughly two years at Firaxis, culminating in releases for and starting June 13, 2008 in and July 8, 2008 in , with subsequent ports to other platforms. The team innovated with era-specific adaptive composed by Duane Decker, which dynamically shifted tones from ancient tribal motifs to symphonies to reflect progression and heighten atmosphere. Internal testing prioritized balance among the 16 playable , ensuring competitive parity in abilities and starting bonuses, while incorporating naval combat expansions for strategic depth on water-heavy maps. These efforts built on Firaxis's in-house engine expertise, tailoring the core systems for console hardware limitations like memory and input responsiveness.

Unreleased Versions

A Wii port of Sid Meier's Civilization Revolution was announced alongside the core versions in June 2007, with development handled by as part of the multi-platform rollout targeting next-generation consoles and handhelds. The version aimed to adapt the gameplay to the 's unique hardware, including integration of the Wii Remote's motion controls, but faced significant technical hurdles in remapping the interface due to the controller's limited buttons and emphasis on gesture-based input compared to the and versions. By January 2008, Firaxis placed the development on indefinite hold, citing the late initiation of work on the port—added after the 's commercial success—as a key factor that left insufficient time to overhaul the , art assets, and control schemes without compromising quality. Scott Lewis emphasized that a direct port of the console controls would not suffice for the audience, requiring a full redesign to leverage motion gestures effectively, but resource constraints prevented completion. The project was never resumed, effectively canceling the release and disappointing fans anticipating a Nintendo-specific adaptation. Early plans for a PC version were also abandoned in favor of console exclusivity, as producer Jason Bergman stated the game was fundamentally designed for controller-based play rather than keyboard-and-mouse input, differentiating it from traditional PC Civilization titles like . No substantial PC development occurred beyond initial considerations during the 2007 announcement phase. This focus on consoles influenced later adaptations, redirecting Firaxis resources toward successful console and handheld releases.

Ports and Adaptations

The port of Civilization Revolution, developed by and published by 2K Games, launched in on July 8, 2008. This version adapted the core strategy gameplay for the handheld's limitations, featuring simplified graphics to accommodate the DS hardware and intuitive touch-screen controls via input, while omitting multiplayer functionality present in console editions. Firaxis and 2K followed with an adaptation, releasing the version on August 10, 2009, and the edition on April 2, 2010, as a universal app optimized for touch interfaces. The port incorporated an updated tailored for gestures, enabling seamless navigation of the and menus, and received a 2013 update adding multiplayer support through integration for up to three players. A port followed in 2010, featuring touch-optimized controls similar to the iOS version. By 2016, the iOS version was delisted from the due to its 32-bit architecture, which became incompatible with and later updates requiring 64-bit support. In contrast, the original release gained on and Xbox Series X/S consoles starting April 4, 2017, preserving access through digital storefronts without needing hardware upgrades. These adaptations leveraged the game's inherently streamlined mechanics—such as condensed technology trees and faster pacing—to fit handheld sessions, including smaller default map sizes on portable platforms to reduce load times and enhance portability. Achievement progress could sync across compatible platforms via cloud services where available, though single-player focus dominated mobile iterations. Unlike the abandoned Wii adaptation, these ports successfully expanded the game's reach to mobile audiences.

Release

Initial Platforms and Dates

Sid Meier's Civilization Revolution launched on the and home consoles, alongside the portable system, marking the series' debut on seventh-generation hardware. Developed by and published by 2K Games internationally, the title was designed with console-friendly controls and streamlined mechanics to facilitate its transition from PC roots to these platforms. In , all three versions released simultaneously on July 8, 2008, with the console editions carrying a suggested retail price of $59.99 USD and the version priced at $29.99 USD. European releases preceded for the consoles on June 13, 2008, while the DS edition followed on September 5, 2008; pricing mirrored the U.S. structure at approximately €59.99 for consoles and €29.99 for DS. The Japanese market saw a delayed launch, with and versions distributed by CyberFront on December 25, 2008, and the version on January 29, 2009, at ¥6,090 for consoles and ¥4,190 for DS. The game launched exclusively as physical boxed copies across all regions, with no available at debut; digital versions were introduced later through console storefronts like Xbox Live and . Localization efforts included full in a dubbed "Civlish" for leaders and units, paired with English text and in the base North American release; international editions provided in languages such as , , , , and , without significant content alterations or regional variants. Special editions bundled with the official BradyGames were available at select retailers, offering expanded walkthroughs and tips for an additional $10–15 USD.

Downloadable Content

Sid Meier's Civilization Revolution received several post-launch downloadable content packs in 2008, primarily for Xbox 360 and PlayStation 3, focusing on new scenarios, multiplayer maps, and additional wonders and artifacts to extend gameplay variety. These expansions integrated seamlessly with the core mechanics, offering new challenges without altering fundamental victory conditions. The initial DLC releases included single-player scenario packs. The Victory Scenario Pack, launched on October 9, 2008, added three scenarios—"Enlightenment!" (cultural), "Starships!" (technological, renamed from Hyper Drive), and "Gold Rush!" (economic)—each emphasizing a specific victory type and priced at $1.25 on the PlayStation Network or 100 Microsoft Points on Xbox Live. The Survival Scenario Pack, released on October 23, 2008, introduced three environmental challenge scenarios: "Ice Age," "Global Warming," and "The Eye," testing adaptation to extreme conditions, also priced at $1.25 or 100 points. Complementing these were the Wonder & Artifact Packs, released on October 30, 2008. Three packs—The Iconic ( [ancient], [medieval], [industrial]), The Mythic ( [ancient], [medieval], [industrial]), and The Eternal (Pyramids [ancient], Forbidden Palace [medieval], [industrial])—each contained three era-specific wonders and artifacts providing bonuses like increased culture or military strength. Originally bundled free with select retail editions via pack-in cards, they were later sold individually for $3.75 on consoles or 300 , enhancing economic, cultural, and military strategies across eras. Multiplayer content arrived via map packs like The Elemental (fantastical terrains including and Patterns) and The Terrestrial (real-world inspired locales such as the , South Pacific, , and ), released in late (e.g., Surreal Map Pack on ) and often available for free or low cost to support online sessions. These packs added diverse battlegrounds, improving competitive balance and replayability. The port (released 2009) and port (2010) received updates adding multiplayer features and select content from console , with no additional paywalls; however, the version was delisted from the in 2016, limiting new access. Following the shutdown on May 31, 2014, online multiplayer was discontinued on , while versions transitioned to services and remain functional as of 2025 via on and Series X|S (added April 4, 2017), preserving access to owned despite delistings on other platforms. These additions significantly boosted replayability by introducing varied scenarios and assets, without major overhauls to the base game.

Reception

Critical Reviews

Sid Meier's Civilization Revolution received generally positive reviews upon its 2008 release, earning aggregate scores of 84/100 for the version (based on 55 critic reviews), 85/100 for the version (based on 60 reviews), and 80/100 for the version (based on 26 reviews). Critics frequently praised the game's accessibility, which streamlined the traditionally complex mechanics to suit console and handheld play, making empire-building more approachable without sacrificing core strategic appeal. Reviewers highlighted several positive aspects, including engaging multiplayer modes and the polished execution reflective of Sid Meier's design expertise. scored the console versions 8.8/10, commending the fun, streamlined multiplayer that encouraged repeated sessions and the intuitive controls tailored for controllers. awarded 9/10 to the and editions, lauding the strategic depth achievable in shorter play sessions compared to PC entries in the series. For the DS port, gave 8.5/10, noting its success in adapting the formula despite hardware constraints. Criticisms centered on the game's simplifications, which some felt alienated longtime fans of the series' depth. rated it 8/10, observing that the reduced complexity, while console-friendly, could disappoint hardcore players and led to limited endgame variety once initial strategies were mastered. 1UP.com assigned a B grade (approximately 8/10), emphasizing that while addictive, the title's omissions in granular made it feel like a lighter entry overall. Review trends showed strong for the 2008 console launches, with scores reflecting enthusiasm for the innovations in accessibility and pacing. The DS version fared slightly lower, primarily due to touchscreen control issues that hindered precise unit management. Mobile ports, released between 2009 and 2012, were reviewed positively for their touch-optimized interfaces; for instance, the iOS version scored 6/10 from Pocket Gamer, citing performance issues despite appreciating the portable . One notable quote from 1UP.com captured the sentiment: "Revolution's greatest omission is testament to just how addicting the game is," underscoring its console innovations.

Commercial Performance and Legacy

Civilization Revolution achieved strong commercial success shortly after its release, contributing to the overall growth of the franchise, which had sold over 9 million units worldwide by May 2009. While exact figures for the title alone are not publicly detailed, its performance was particularly robust on consoles, where it resonated with players seeking accessible strategy gameplay, and more modest on mobile ports with limited downloads compared to core platforms. The game significantly boosted Firaxis Games' presence in the console market, marking the studio's first major effort to adapt the Civilization series primarily for non-PC platforms like Xbox 360, PlayStation 3, and Nintendo DS. This expansion helped solidify Firaxis' reputation beyond PC strategy titles. It also received notable industry recognition, including the Strategy award at the 2009 British Academy Video Games Awards (BAFTA) for 2008 releases and the Strategy category win at the 2008 GAME Awards, voted by the public. In terms of legacy, Civilization Revolution directly inspired its sequel, , released in 2014 exclusively for mobile devices, which expanded mechanics such as additional civilizations, leaders, and victory paths while maintaining the streamlined formula for shorter sessions. The title influenced the mobile strategy genre by popularizing simplified elements, like quick empire-building and tactical combat, in apps that prioritize accessibility over depth, paving the way for similar titles in the post-smartphone era. As of 2025, Civilization Revolution remains available through on and Xbox Series X/S, allowing modern players to access the original and versions without a , which has not been announced. It retains a among fans for its quick-play take on the experience, though fan modifications are limited due to its primary console focus, restricting community-driven expansions compared to PC entries in the series. Culturally, the game is featured in the reference book 1001 Video Games You Must Play Before You Die (2010 edition), highlighting its role in broadening the genre's appeal.

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