Sid Meier's Civilization allows players to build empires that span the earth and the ages. Complementing existing scholarship on ideologies, practices, and subject positions inculcated by the game, this article interrogates the very conception of subjectivity Civilization fosters in players. Building upon ludological and cybernetic principles, the author takes a formal approach to analyze the processes of human—computer interaction that emerge in the course of players' engagement with the game. Characteristics of the turn-based genre as well as Civilization's interface mechanics, representations of historical processes, and manual are considered for the ways in which they solicit player input. The author contends that player interaction with Civilization reifies a conception of himself or herself as a sovereign agent constituted of pure internality.
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