Have you ever looked at the map in a video game and thought: wow, I wish this was just the entire game? Or maybe you’ve found yourself playing a board game and thought: there’s not enough pixels in this? You’re in luck.

In the late 1980s, advancements in procedural generation tech gave rise to the booming “simulation” genre, which is characterized by games that model complex, real-world situations and environments. Players are often tasked with both responding to changes the sim throws their way while simultaneously trying to shape the sim to achieve their own specific goals: whether economic, civic, interpersonal, or in the art of war.

Although this subgenre of strategy games had been established prior to the modern moniker, the “4X” name (short for eXplore, eXpand, eXploit, eXterminate) is believed to have originated from the 1993 release of sci-fi sim Master of Orion, wherein the four “Xes” were used to describe its gameplay mechanics. This snappy little device also perfectly described the typical gameplay verbs within other games in the subgenre… and it stuck. And if seeing a giant billboard for Sid Meier’s Civilization VII while driving on the 405 S the other day isn’t proof enough: this style of game has clearly stood the test of time. Yet for all the popularity of the modern Civ games, it’s one forgotten title from 1999 that would most accurately depict the arc of human civilization throughout the 21st century.


[…] Civilization: Call to Power (1999) was undeniably a Civ game based on its gameplay and its isometric, cobbled aesthetics, but when it isn’t forgotten by Civ players entirely, it’s best remembered for its many unique eccentricities. Despite being developed by an entirely different team with no involvement from Sid Meier or greater MicroProse whatsoever, the core elements of the 4X style remain firmly intact: players would begin on a small part of the map and must explore, expand, exploit, and exterminate, all complete with its now legendary “Wonder” videos which played upon each unlock. A few standout features include the spy/stealth units in warfare, the slavery system (and subsequent “abolition” development), a rather pointed distaste for lawyers (hmm), and the very cool potential of building underwater or space-based cities in the later stages.

However, it’s this progression of the game’s timeline that makes some real deviations from the Civ formula. “You soon get the feeling that the game is rushing you through the early eras of the world – the ancient, classical and medieval – so that it can show you the crazy shit it has in store later on. ‘Who cares about bloody horses and spearmen and rickety chariots clip-clopping along dirt roads and uncharted lands?’ it seems to say. ‘You’ve seen all that crap before, haven’t you?’” writes Robert Zak at Rock Paper Shotgun.

Most Civilization games mark the completion of a campaign when the player reaches somewhere in the early 21st Century. This would be the “near future” for games released in the late 1990s, but Call to Power made the unique choice of making the end date the year 3000 instead. And the far future? It kinda sucks.