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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 is set to be 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 Age of Antiquity, the Age of Exploration, 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 Age of Antiquity, and during the Age shift, may choose to become the Normans). 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 (aka "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 existing in the line between two adjacent tiles, both small and navigable rivers exist on tiles and have their own yields.
- 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 city. 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 have unique units that function quite similarly to Great People, such as Greece or Han.
- 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 and city-states 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.
- 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 for less 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.
Civilization VI expansion features in Civilization VII[]
Many features introduced in Civilization VI expansions will appear in Civilization VII.
- Disasters
- Railroad
Gallery[]
Logos and cover art[]
Screenshots[]
Videos[]
Official Trailers[]
First Looks[]
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Civ Streams[]
Original Soundtrack[]
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.
External links[]
Civilization VII [edit] |
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Miscellaneous
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Civilization Series | |
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Game | Expansion packs |
Civilization |
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Civ II | |
Civ III | |
Civ IV |
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Civ V | |
Beyond Earth | |
Civ VI | |
Civ VII | |
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