Sid Meier's Civilization VII (called Civilization VII or Civ7 for short) is a turn-based strategy and 4X game in the Civilization franchise that was announced at Summer Game Fest 2024 on June 7, 2024. The game was released on February 11, 2025.[1][2]
New features[]
These features are new to Civilization VII:
- The game is divided into three distinct Ages: the Antiquity Age, the Exploration Age, and the Modern Age. While past entries had specific ages, here each age is made distinct by their unique tech trees and civic trees. In addition, each civilization is bound to one age, and depending on the player's actions and choices, they will choose a civilization to transform into for the following Age (e.g., Augustus can lead Rome in the Antiquity Age, and during the Age transition, may choose to become the Normans in the Exploration Age, and the French Empire at the Modern Age). Civilization choices when switching eras are dictated by the leader, the previous civilization, and specific gameplay elements (e.g., owning 3 Horse resources grants access to Mongolia in the Exploration Age). All players are hit with a temporary "crisis" during each Age shift, forcing the player to add negative policies, which serves to even the playing field and stop those in the lead from building an untouchable lead or those in the rear from having no chance of victory (a.k.a. "snowballing").
- There is a new yield type -
Influence, which is used to conduct diplomacy with other civilizations.
- Rivers now exist in two categories: small rivers that can be crossed normally like in past entries, and wide, navigable rivers that naval units and embarked units can travel through. Rather than running on the edges of two adjacent tiles, both small and navigable rivers now run through the tiles.
Cities from past entries are now divided into two categories,
Cities and
Towns, both of which are categorized as
Settlements. Other than your
Capital, all
Settlements start out as
Towns, which are incapable of producing anything on their own (all
Production is converted to
Gold), but otherwise behave similarly to
Cities, accruing yields and allowing their owner to purchase buildings within them. Eventually, a
Town can be upgraded into a
City.
- Settlers are likewise divided into two separate units. The player starts with a Founder civilian unit, which produces the player's
Capital. Subsequent Settlers created by the
Capital or other
Cities can go on to produce new
Towns.
- Leaders are not bound to specific civilizations, being able to lead any civilization, and gain additional Attributes throughout the game.
- There are no Worker/Builder units. Tile improvements are built directly by the
Settlement and occupy rural tiles. A new improvement is granted every time a
Settlement's population increases, and the
Settlement's owner can choose to improve any tile within that
Settlement's territory. Whenever a tile is improved, all surrounding tiles are added to that
Settlement's territory (similar to a Culture Bomb or Preserve), meaning that a
Settlement's territory growth is now dictated by population and the player's choice, rather than Culture and random chance. Roads can automatically be built by
Settlements.
- The global Great People system from Civilization VI has been removed. Instead, certain civilizations, such as Greece or Han, can produce unique units that function quite similarly to Great People.
- Districts have been replaced by rural and urban Districts. A rural district is any tile with an improvement (such as a Camp or Pasture). All buildings (such as Libraries or Altars) are placed directly within a
Settlement's territory, similar to Districts in Civilization VI. When a building is placed, that tile becomes an urban district; if that tile was formerly a rural district, the
Settlement is refunded one improvement to place elsewhere within its territory. Urban districts can fit a maximum of two buildings, and unlike Districts in Civilization VI, these buildings do not need to match in theme. Buildings, rather than districts, now have adjacency bonuses. Certain buildings become obsolete when an Age changes; these buildings will still provide base yields, but no longer offer adjacencies. Players can "overbuild" by putting new buildings in an urban district to replace obsolete ones (e.g., they could overbuild a Bazaar over a Market) to ensure their
Settlements are maximizing their yield potential.
- Barbarians are replaced by Independent Powers, which can either be conquered or befriended (the latter of which can eventually lead to them evolving into a City-state). Likewise, City-states do not spawn at the start of the game as they did in Civilization V and Civilization VI, and are instead replaced by Independent Powers which may end up conquered before they get the chance to become a City-state.
- Some technologies and civics can be researched deeper via Mastery, enhancing them at the cost of a set amount of
Science or
Culture.
- Units no longer gain XP and receive promotions, except for new Commander units.
- Selected wonders are associated with specific civilizations; while all civilizations can eventually gain the ability to construct that wonder, the associated civilization can access it sooner and build it with boosted
Production.
- While some resources behave as they did in previous games (providing an effect to your entire Empire), many are plugged into individual
Settlements, each of which have designated resource slots that can be expanded through certain means, and assigned resources only affect the
Settlement in question. Also, rather than simply providing
Happiness or flat yields such as
Food or
Science, some resources provide unique specific effects, such as increased
Production towards wonders on specific terrain.
- The game uses an Emergent Narrative system that "focuses on responding to the unfolding game as it happens.... There are a bunch of different types of narrative events: some are linked to your leader choice, some to your civ choice, and others aren't specific to either. Narrative events can be callbacks to previous choices you made in events, and thanks to the tag system, we can tell stories across Ages. They will sometimes have an additional option that's only selectable if you meet certain requirements, usually based on your leader or civilization. Some stories will resonate with things you did in earlier Ages – referencing events that happened thousands of (in-game) years ago.... Discoveries are a subset of narrative events that only occur on the map, and replace goody huts from previous games".[3]
Civilization VI expansion features in Civilization VII[]
Many features introduced in Civilization VI expansions will appear in Civilization VII.
- Disasters
- Railroad
VR[]
Civilization 7 will be released Meta Quest 3 and 3s, the first time a game of the series has been released in virtual reality. Civilization VII VR main page.
Gallery[]
Logos and cover art[]
Screenshots[]
Videos[]
Official Trailers[]
Sid Meier’s Civilization VII - Official Teaser Trailer
Official Teaser Trailer
Sid Meier's Civilization VII - "Rediscover Hope" Opening Cinematic
"Rediscover Hope" Opening Cinematic
First Looks[]
Gameplay Shorts[]
Navigable Rivers- your new favorite mode of travel. 🌊🚣♀️ -Civ7
Navigable Rivers Gameplay
Naval combat is a potent weapon in your -Civ7 arsenal ⚓
Naval Combat Gameplay
[]
Han's 𝐂𝐡𝐮-𝐊𝐨-𝐍𝐮 units gain extra Defense & Combat Strength against adjacent Units! -Civ7
Chu-Ko-Nu teaser
Get resources, get Combat Strength with the Shawnee's 𝐊𝐢𝐬𝐩𝐨𝐤𝐨 𝐍𝐞𝐧𝐚’𝐭𝐨 unit! -Civ7
Kispoko Nena’to teaser
How to Play Sid Meier's Civilization VII[]
Guide to Your First 50 Turns (feat. quill18) - Civilization VII
Guide to Your First 50 Turns (feat. quill18)
Civ Streams[]
“History is Built in Layers” - Civilization VII Developer Livestream - PAX West
“History is Built in Layers” - PAX West
Civ Streams- The Antiquity Age - Civilization VII Developer Livestream
Civ Streams: The Antiquity Age
Civ Streams- Tecumseh featuring Shawnee Special Guests
Civ Streams: Tecumseh featuring Shawnee Special Guests
“Bringing Your Civ World to Life” - Civilization VII Developer Livestream - PAX Australia
“Bringing Your Civ World to Life” - PAX Australia
Civ Streams- The Exploration Age - Civilization VII Developer Livestream
Civ Streams: The Exploration Age
Civ Streams- Multiplayer & Post-Launch - Civilization VII Developer Livestream
Civ Streams: Multiplayer & Post-Launch
Civ Streams- Launch Day Special - Civilization VII Developer Livestream
Civ Streams: Launch Day Special
Original Soundtrack[]
Christopher Tin - "Live Gloriously" - Civilization VII Main Theme Music
Christopher Tin - "Live Gloriously" | Civilization VII Main Theme Music
Sid Meier's Civilization VII - Live Orchestra Performance at The Game Awards 2024
Live Orchestra Performance at The Game Awards 2024
Han China - Antiquity Civ Theme - Civilization VII Original Soundtrack
Han China - Antiquity Civ Theme
Maurya India - Antiquity Civ Theme - Civilization VII Original Soundtrack
Maurya India - Antiquity Civ Theme
Mississippians - Antiquity Civ Theme - Civilization VII Original Soundtrack
Mississippians - Antiquity Civ Theme
Abbasids - Exploration Civ Theme - Civilization VII Original Soundtrack
Abbasids - Exploration Civ Theme
Bulgaria - Exploration Civ Theme - Civilization VII Original Soundtrack
Bulgaria - Exploration Civ Theme
Chola India - Exploration Civ Theme - Civilization VII Original Soundtrack
Chola India - Exploration Civ Theme
Hawai'i - Exploration Civ Theme - Civilization VII Original Soundtrack
Hawai'i - Exploration Civ Theme
Majapahit - Exploration Civ Theme - Civilization VII Original Soundtrack
Majapahit - Exploration Civ Theme
Ming China - Exploration Civ Theme - Civilization VII Original Soundtrack
Ming China - Exploration Civ Theme
Mongolia - Exploration Civ Theme - Civilization VII Original Soundtrack
Mongolia - Exploration Civ Theme
Normans - Exploration Civ Theme - Civilization VII Original Soundtrack
Normans - Exploration Civ Theme
Shawnee - Exploration Civ Theme - Civilization VII Original Soundtrack
Shawnee - Exploration Civ Theme
Songhai - Exploration Civ Theme - Civilization VII Original Soundtrack
Songhai - Exploration Civ Theme
French Empire - Modern Civ Theme - Civilization VII Original Soundtrack
French Empire - Modern Civ Theme
Great Britain - Modern Civ Theme - Civilization VII Original Soundtrack
Great Britain - Modern Civ Theme
Mughal India - Modern Civ Theme - Civilization VII Original Soundtrack
Mughal India - Modern Civ Theme
References[]
- ↑ Valentine, Rebekah; Stedman, Alex (7 June 2024). "Civilization 7 Unveiled at Summer Game Fest, Releasing in 2025". IGN. Retrieved 12 June 2024.
- ↑ Webster, Andrew (7 June 2024). "Civilization 7 is launching in 2025". The Verge. Retrieved 12 June 2024.
- ↑ https://civilization.2k.com/civ-vii/game-guide/dev-diary/emergent-narrative/
External links[]
- https://civilization.2k.com/civ-vii/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/ages/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/leaders-and-civs/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/managing-your-empire/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/emergent-narrative/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/combat/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/diplomacy-influence-trade/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/legends-mementos/
- https://civilization.2k.com/civ-vii/game-guide/dev-diary/victories-post-launch/
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