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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 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 Cities from past entries are now divided into two categories, Cities Cities and Town Towns, both of which are categorized as Settlement Settlements. Other than your Capital Capital, all Settlement Settlements start out as Town Towns, which are incapable of producing anything on their own (all Production Production is converted to Gold Gold), but otherwise behave similarly to Cities Cities, accruing yields and allowing their owner to purchase buildings within them. Eventually, a Town Town can be upgraded into a City City.
  • Settlers are likewise divided into two separate units. The player starts with a Founder civilian unit, which produces the player's Capital Capital. Subsequent Settlers created by the Capital Capital or other Cities Cities can go on to produce new Town 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 Settlement and occupy rural tiles. A new improvement is granted every time a Settlement Settlement's population increases, and the Settlement Settlement's owner can choose to improve any tile within that Settlement Settlement's territory. Whenever a tile is improved, all surrounding tiles are added to that Settlement Settlement's territory (similar to a Culture Bomb or Preserve), meaning that a Settlement 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 Settlement 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 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 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 Settlement 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 Science or Culture 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 Production.
  • While some resources behave as they did in previous games (providing an effect to your entire Empire), many are plugged into individual Settlement Settlements, each of which have designated resource slots that can be expanded through certain means, and assigned resources only affect the Settlement Settlement in question. Also, rather than simply providing Happiness Happiness or flat yields such as Food Food or Science Science, some resources provide unique specific effects, such as increased Production 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.

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[]

First Looks[]

Gameplay Shorts[]

Shorts Teasers[]

How to Play Sid Meier's Civilization VII[]

Civ Streams[]

Original Soundtrack[]

References[]

  1. Valentine, Rebekah; Stedman, Alex (7 June 2024). "Civilization 7 Unveiled at Summer Game Fest, Releasing in 2025". IGN. Retrieved 12 June 2024.
  2. Webster, Andrew (7 June 2024). "Civilization 7 is launching in 2025". The Verge. Retrieved 12 June 2024.
  3. https://civilization.2k.com/civ-vii/game-guide/dev-diary/emergent-narrative/

External links[]

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