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Invasion is one of the possible Crises Crises that can occur during the Antiquity Age in Civilization VII and its expansions. Its theme centers on the collapse of old powers and the rise of new civilizations — inspired by historical periods of mass migration, cultural upheaval, and the breakdown of imperial control during the late classical era.

Theme[]

The Invasion Crisis Crisis centers around a massive uprising of uncivilized peoples who have begun to organize and are prepared to overthrow any civilization they encounter. This is represented in gameplay through encampments that begin spawning across the map. These encampments continually generate barbarian units that immediately seek out nearby Settlements Settlements to siege and conquer.

Encampments function similarly to Independent Powers Independent Powers but with key differences: they are permanently hostile, cannot be diplomatically interacted with, and cannot be upgraded into City-States City-States. However, like other Independent Powers, they can be dispersed, granting a large amount of experience to nearby Commanders Commanders — but no other yields or rewards.

Once dispersed, encampments will reappear a few turns later, making the raids a persistent threat. As the Crisis Crisis progresses through its phases, encampments will respawn more frequently, and the barbarian armies they spawn will become stronger and more aggressive, featuring higher-tier Units Units and greater Combat Strength Combat Strength. Left unchecked, these barbarian forces can overwhelm unprepared civilizations and pose a serious threat to empire stability.

Crisis flow[]

Invasion
Phase 1 — Narrative Event The Rising Storm
The great civilizations of the world have risen, and in their rise others, too, ascend. Once metalworking, agriculture, and the growth of cities were limited to points on the landscape; now, these are commonplace in all but the most remote corners of the world. Those once thought barbarians now lay equal claim to the mantle of civilization, and the learning of the city centers extends far beyond the boundaries of the known world. With this comes the question; Why are you ascendant, and we are not?
Continue the crisis +1 Crisis Policy slot Crisis Policy slot. Unlocks 3 Crisis Policies Crisis Policies.
Crisis Policies Crisis Policies
Crisis Policy Barbarian Mercenaries +100% Gold Gold to maintain Military Units Military Units.
Crisis Policy Inferior Tactics -6 Combat Strength Combat Strength against Independent Powers Independent Powers.
Crisis Policy Tribute -10 Gold Gold for each City-State City-State you are suzerain of.
Phase 2 — Narrative Event Rumors and Portents
In the spaces between, in the distant points on the map, the steady growth of prosperity — and population — intensifies even as the great civilizations of the world expand. Land once thought wasteland turns to pasture, and expanding families mean more second and third children eager to make a name for themselves. Ambitions grow, and the eyes of the steppes and mountains, the forests and deserts turn hungrily towards the great cities.
Continue the crisis +1 Crisis Policy slot Crisis Policy slot. Independent encampments grow stronger. Unlocks 3 Crisis Policies Crisis Policies.
Crisis Policies Crisis Policies
Crisis Policy Banditry -5 Gold Gold for each imported Resource Resource.
Crisis Policy Decentralization -75% Gold Gold and Food Food in Towns Towns with a specialization
Crisis Policy Rebellious Commanders -1 Happiness Happiness in all Cities Cities for each Commander Commander level.
Phase 3 — Narrative Event The Scourge Unveiled
Ambition finds a home in the hearts of the once-scattered people of the places in between — a great scourge has amassed with an eye towards the settled world. A scourge is not one strand, but many — each an army led by commanders seeking their own chance at domination, seeking to claim the mantle of civilization... or leave it shattered. With their arrival comes a fracturing of what peace remains in the land. The time has come to kill or be killed, to fight or perish, to seek to catch the whirlwind in a net.
Continue the crisis +2 Crisis Policy slots Crisis Policy slots. Independent encampments grow stronger.
The end — Narrative Event A World Broken
The scourge has ended, and the world yet turns. But its shape is unfamiliar. Peoples displaced from their homelands make new homes where they have settled. Forever gone is world of a singular city and a vast barbarian hinterland; now, those that city-dwellers once looked down upon wear their own crowns, and tongues once thought unfit for the capital are spoken by monarchs. The ancient era has passed on to a new time of interconnection. Even we have not remained untouched, as a wave of refugees and immigrants reshape who we are, what tongue we speak, and what stories we tell.
The Age of Antiquity is ending. Who will carry our legacy?

Legacies[]

Legacy Bonus Requirement Legacy point cost Effect
Confederation Become Suzerain of 3 City-States City-States. 2 Cultural Cultural -2 Settlement Limit Settlement Limit but +100% Influence Influence towards initiating Diplomatic Actions Diplomatic Actions for Independent Power Independent Power and City-States City-States.
Invasion Nobles Have 3 Commanders with 5+ Promotions. 2 Militaristic Militaristic +1 Production Production, +1 Culture Culture, and -1 Gold Gold in the Capital Capital for every Commander Commander Level.
Legendary Fortifications Build 6 Walls. 2 Economic Economic +3 Combat Strength Combat Strength and +50 HP HP to Walls.

Strategy[]

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Civilization VII Crises [edit]
Antiquity
Exploration