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Sid Meier's Civilization needs to keep reinventing itself to stay relevant

<img src="https://cdn.mos.cms.futurecdn.net/LQXZhrqDyqq6q9fbh5ae7H.jpg"/><br><br> When I first got to sit down and play a couple dozen turns of <a href="https://www.pcgamer.com/civilization-7/">Civilization 7</a> last year, I had one key takeaway: It was <a href="https://www.pcgamer.com/games/strategy/civilization-7-new-features/">a lot more different from its predecessors</a> than I was expecting. And for me, that was definitely a good thing. Leaders and civs have been divorced from each other on the startup screen—you can have Ben Franklin lead Egypt or Queen Hatshepsut lead Rome. You pick a new civ for each of its three historical ages, similar to Humankind. Each civ has its own perk tree. Districts have been significantly reworked from Civ 7. It's a lot. Maybe the biggest departure from one mainline Civ game to the next in the franchise's history... <a href="https://www.pcgamer.com/games/strategy/sid-meiers-civilization-needs-to-keep-reinventing-itself-to-stay-relevant/?utm_source=steam&utm_medium=referral" target="_blank">Read more.</a>