A Crisis is a game concept in Civilization VII and its expansions that occurs after the Age Meter reaches 70%. It represents a period of difficulty and instability that challenges civilizations before the end of an Age.
Mechanics[]
A Crisis begins when the Age meter reaches 70% and lasts until the transition to the next Age. It represents a time of hardship and instability that disrupts the prosperity of civilizations, requiring players to adapt, stabilize their empires, and plan ahead.
Theme[]
Each Crisis has a unique theme based on the current Age (see full list below), and one is chosen at random in every game. This system encourages civilizations to build resilience and prepare for hardship, rather than focusing solely on Legacy Path milestones. Additionally, each
Crisis can unlock unique Legacy bonuses based on the theme during Age Transition.
When the Crisis begins (at 70% on the Age meter), a
Narrative Event reveals the theme. From that point onward, two key effects take place:
- Players are required to slot
Crisis Policies.
- Negative Events (e.g.,
Building destruction,
Unrest) begin occurring in
Settlements.
Crisis flow[]
The Crisis increases in severity as the Age meter progresses:
- Stage 1 (70%)
- Unlocks
Crisis Policies
- 1
Crisis Policy must be slotted
- Light negative events begin
- Unlocks
- Stage 2 (80%)
- Unlocks more
Crisis Policies
- 2
Crisis Policies must be slotted
- Negative events occur more frequently
- Unlocks more
- Stage 3 (90%)
- Sometimes unlocks additional
Crisis Policies.
- 3 or 4
Crisis Policies must be slotted
- Severe negative events lead to maximum instability.
- Players are strongly encouraged to push toward 100% and end the Age
- Sometimes unlocks additional
The Crisis ends automatically once the Age meter hits 100% and the next Age begins.
Crisis Policies[]
Crisis Policies are mandatory
Social Policies tied to the theme of the ongoing
Crisis. They often include negative effects, but some offer trade-offs or situational bonuses — similar to Dark Age policy cards in Civilization VI: Rise and Fall.
These Crisis Policies can dramatically shift the power dynamics between civilizations. While larger empires may have more tools to respond to threats, they also face more severe effects and management challenges. Smaller or well-prepared civilizations may use the
Crisis as an opportunity to catch up or surpass struggling leaders.
Strategic implications[]
There is a duality to Crises: on one hand, leading civilizations have more
Resources to confront emerging threats; on the other, larger empires are harder to manage, and
Crisis Policies scale in severity with empire size. This adds to the shifting power dynamics that
Crises often bring. Although dominant civilizations face harsher penalties, building a strong lead before the
Crisis remains advantageous. Yield generation slows across the board, forcing players to prioritize stability and defense over continued progression along their Legacy Paths. Civilizations that complete many milestones before the
Crisis begins are generally more resilient and better positioned in the long run.
Crises[]
Antiquity Age[]
Exploration Age[]
Videos[]
Can you save a civ in CRISIS? -Civ7
Crisis Gameplay
Civilization VII [edit] |
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