Over the last three decades, theCivilizationfranchise has evolved in a gradual, but meaningful way. While the leaps between entries likeCivilization 3, 4, 5,and6aren’t too great, each one makes some definitive, subtle improvements over its predecessor, from graphics and new systems to units and victory conditions. But if there’s one thing thatCivilization 6does better than the rest, it’s the game’s absurd roster of world leaders. While mostCivilizationgames have around 20-40 leaders,Civilization 6has over 70 leaders, with most of those coming in post-launch DLC. But bigger doesn’t always mean better, andCivilization 7might want to go a different route altogether.

While having the choice of over 70 world leaders is impressive,Civilization 6’s roster runs the risk of feeling a little same-y, and a tad overwhelming for newcomers who have just bought the entire collection. Rather than focus on quantity,Civilization 7should strive for quality and uniqueness when it comes to DLC leaders, and one surefire way to deliver a unique, high-quality leader is to bring them over from Firaxis' beloved turn-based strategy series,XCOM.

0_0009_XCOM Enemy Within

RELATED:Civilization 7 is the Time for a Long Overdue Multiplayer Feature

Civilization 7 Could Bring In Firaxis' XCOM Commander As a DLC Leader

On the surface,XCOMandCivilizationdon’t exactly go together naturally. While one is a turn-based tactics game focused on military strategy and combat with alien forces and futuristic technology, the other is a grand strategy that spans every era of known civilization on Earth, drawing from real-world events, societies, and people to inform its gameplay. But with a little bit of imagination, and a hefty amount of suspension of disbelief, anXCOM x Civilizationcrossovercould actually work quite well.

XCOMhas actually already crossed over withCivilizationin the past. InCivilization 5’sBrave New Worldexpansion, players could unlock an infantry unit named “XCOM Squad,” a team of seasoned soldiers wieldingheavy plasma rifles and wearing Titan armor. These crossover units don’t feel too jarring inCivilization 5as they’re unlocked well into the game, and feel as though they could belong to that universe.

Though it’d take a little more effort and some more suspension of disbelief from its audience,Civilization 7could definitely bring a dedicatedXCOMleader to the game, withXCOM’s central protagonist, the Commander, being the obvious choice. But the key way to get this right is toplay toXCOM’s strengths. It’s often the case withCivilizationleaders that they all end up feeling largely the same, albeit with a set of unique units and traits.Civilization 7’s XCOM Commander shouldn’t just fit the mold and instead have their own set of goals, units, buildings, and traits, keeping the general gameplay experience the same but shaping it to fit around theXCOMuniverse.

For example, the XCOM nation would be geared towards a science victory. While they could still win any other type of victory, the XCOM Commander should have a set of skills and traits that aid their technological advancement, such as unlocking Great Scientists more frequently or building scientific Wonders at a faster rate. The XCOM Commander should also have their own set of unique units including its own form ofCiv 5’s XCOM Squad, perhaps at different ranks and classes, as well as a Skyranger. A unique set of buildings would also be interesting to see, such as an XCOM satellite that grants the XCOM Commander better relations with the other world leaders. If Firaxis really wanted to go above and beyond, then it could even give the XCOM Commander their own unique victory condition, such as having to build the XCOM base from scratch, fusing together a set of modular buildings in a similar way to howCivilization 5’s science victoryworked.