Turing Completeness and Sid Meier's Civilization
Adrian de Wynter
TL;DR
The paper demonstrates that Sid Meier's Civilization games can simulate universal computation by embedding UTMs inside their mechanics under infinite-map and infinite-turn assumptions. It constructs explicit $ (10,3) $-UTMs for Civ:BE and Civ:V and a $ (48,2) $-UTM for Civ:VI, detailing tape and state encodings using in-game primitives such as Roads, Railroads, Terrascapes, and City occupations. A Busy Beaver example in Civ:BE substantiates the operational capacity of these machines, and the results imply undecidability of the games under the stated limits. The work highlights the deep connections between complex game dynamics and foundational computability theory, while discussing limitations, alternative constructions, and potential automation via game APIs.
Abstract
We prove that three strategy video games from the Sid Meier's Civilization series: Sid Meier's Civilization: Beyond Earth, Sid Meier's Civilization V, and Sid Meier's Civilization VI, are Turing complete. We achieve this by building three universal Turing machines-one for each game-using only the elements present in the games, and using their internal rules and mechanics as the transition function. The existence of such machines imply that under the assumptions made, the games are undecidable. We show constructions of these machines within a running game session, and we provide a sample execution of an algorithm-the three-state Busy Beaver-with one of our machines.
