Appeal is a mechanic in Civilization VII and its expansions that determines the scenic quality of land tiles. Tiles that are adjacent to at least three "appealing" features become appealing themselves and provide additional Happiness yields.
Mechanics[]
Similar to Civilization VI, Appeal in Civilization VII is based on the surrounding natural beauty of a tile. However, the core difference is that features such as Mountains, Vegetation, and water tiles do not make themselves appealing but can make adjacent tiles appealing if enough are present.
Appealing features[]
A tile becomes "appealing" if it is not a Marine tile and is adjacent to at least three of the following scenic features:
- Vegetation
- Mountainous
- Navigable River
- Coastal
- Lake
Natural Wonder
Once a tile becomes appealing, it provides +1 Happiness per Age. The bonus is binary: a tile either qualifies as appealing or it doesn't, and bordering more than three appealing features doesn't provide additional benefits.
Tiles with appealing features can contribute to the Appeal of neighboring tiles while also becoming appealing themselves if surrounded appropriately. If a Building is constructed on a Vegetated or Navigable River tile, it may obscure the visual feature but will still count as an appealing feature for adjacent tiles.
Strategy[]
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Bugs[]
As the game progresses through Ages, the Happiness yield from appealing tiles increases. However, a quirk exists during Age transitions: any
Improvements placed in a previous Age will lose their
Happiness yield unless they are adjacent to the
City Center.
The following case demonstrates this behavior, as illustrated in the image to the right. It features a Settlement in the Exploration Age, with five numbered tiles highlighted. Most of these tiles had
Improvements constructed during the Antiquity Age:

- Tile A: A Fishing Boat borders two Navigable River tiles and one Vegetated tile, but provides no
Happiness yields.
- Tile B: Another Fishing Boat borders two Navigable Rivers and one vegetated tile obscured by the
City Center. Because it is adjacent to the
City Center, it provides
Happiness.
- Tiles C & D: Both Clay Pits meet the Appeal condition, but only Tile C provides
Happiness due to its proximity to the
City Center.
- Tile E: An unimproved tile with three Mountain tiles adjacent to it, always provides
Happiness.
The Farm placed between Tiles A and E after the Age transition does provide Happiness, even though it isn't adjacent to the
City Center. However, the tile will also lose this bonus when the Modern Age begins.
This mechanic adds complexity for players aiming to optimize Appeal as a stable Happiness source across Ages.
Mountains[]
An evenly odd behavior occurs with Mountain tiles. Although Mountains are considered land tiles and can qualify as appealing tiles when surrounded by other scenic features, including other Mountains, placing an Expedition Base on them causes the Happiness yield to disappear.

As seen in the image to the right, the two leftmost Mountain tiles are unimproved and display 4 Happiness yields — 1 from a
Social Policy and 3 from the Appeal bonus. In contrast, the two rightmost Mountains have been improved with Expedition Bases and no longer show the
Happiness yields from the Appeal bonus. This visual change can deceive players into believing they will gain
Happiness by placing the
Improvement, when in fact it removes the Appeal-based yield entirely.
See also[]
- Appeal in other games
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