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Two of the most popular games in the history of Civilization are making a return as Civ V and Civ VI enter their fifth and sixth years of updates, respectively. But the fifth edition of Civ has a specific meaning, as well. Civilization V launched in 2010 and changed the way we look at games, introducing a new year-based real-time gameplay and overhauling the game’s tactical layer, among other innovations. Civ V's Year-Based Real-Time Gameplay The original Civilization didn’t feature a real-time game clock, and while real-time mechanics were possible in its turn-based game engine, they took a bit of time to process. You might have been able to get away with an average turn time of 20-30 minutes before the turn timer started ticking down. But in Civ V, Civ had a real-time game clock. In turn-based games, turns are scheduled, often taking as long as an hour to complete. In real-time games, turns are measured in minutes, and the game clock runs throughout the entirety of gameplay. Unlike turn-based games, it wasn’t possible to pause the game and wait for the turn to be processed by the engine. Instead, the game clock ticked down to zero, and then the turn timer would start. This also meant that the game clock was not susceptible to resets, and players had no way to see how much time was left until the next turn. In other words, there was no window of opportunity for your opponent to take a risky action, knowing that it had a limited time before the turn began. Activision’s decision to include real-time gameplay wasn’t simply a change in the mechanics of the game. It also addressed the way Civilization had been played for years. According to designer Robin D Laws, Civ’s turn-based gameplay was a product of its time. In 1984, microcomputers were being used for the first time, and the vast majority of them lacked a real-time clock. Games were played on the NES, and its graphical capabilities simply weren’t powerful enough to handle a real-time game clock. In the ‘80s, the only time real-time gameplay was possible was in turn-based games, such as Risk, Monopoly, and Scrabble. For most players, the real-time mechanics of Civ V’s real-time game clock were completely foreign and required a change in the









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