Civilization 7 is poised to make waves in the gaming community, particularly among its dedicated fanbase. Following the controversial changes introduced in previous installments, Firaxis has opted for a bold new direction that is sure to spark extensive discussions across forums and social media platforms.
Big Structural Changes
One of the most significant changes is that leaders no longer have to match their civilizations. Players can now pair any leader with any civilization from the outset, offering a new layer of strategic depth. Games are divided into three longer ages: Antiquity, Exploration, and Modern. Each of these ages culminates in Crisis events, requiring players to adopt Crisis Policies that introduce negative effects which must be managed.
Another intriguing change is the ability to choose a new civilization upon entering a new age. The options available will depend on the civilization currently in play and the decisions made in the previous age. Notably, leaders may not be historical figures; for instance, Benjamin Franklin is among the leaders available. Standard victory conditions return, but players will also be encouraged to pursue achievements in "legacy paths" during the first two ages, such as building World Wonders to establish cultural dominance early on.
New Feature: Towns
Settlers now found towns instead of cities, altering the foundational gameplay mechanics. Towns do not have a production queue; they convert Production directly into Gold. This Gold can be utilized to purchase units and buildings within towns. Towns can be upgraded to cities by spending Gold, with costs increasing based on the number of existing cities. Permanent specializations can be adopted by towns, such as farming, mining, military, or trade outpost bonuses.
Changes to Cities
Cities no longer expand automatically; players must select an adjacent tile for annexation when a city grows. Workers have been removed, and improvements like Farms and Mines are now added automatically to new tiles. City tiles are categorized as "rural" or "urban," with rural tiles containing improvements that can be transformed into urban districts by adding buildings.
Buildings are now classified as "Warehouse" buildings, functioning differently than in previous games; for example, Granaries now provide +1 Food per farm improvement. Walls can be constructed in each urban district, requiring invaders to breach all fortified districts to capture a city. Resources can be assigned to cities and towns, offering bonuses beyond mere trade items. Old buildings lose their special effects and adjacency bonuses when entering a new age, prompting players to replace them with new structures.
Changes to Units
Military units will construct fortifications when ordered to fortify. Scouts can now build temporary watchtowers to extend their visibility. Units can embark over shallow water by default, enhancing mobility. Units no longer gain XP or promotions, except for new Commander units.
New Unit Type: Commanders
Commanders are unique military units that can gain XP and be promoted. These units provide passive bonuses to nearby units, which can be upgraded through promotions. Units can be stacked within Commanders, allowing for grouped movement and unpacking at the destination. Commanders can issue orders to nearby units, such as focusing fire on a single enemy for an attack bonus.
New Feature: Influence
Influence is a new yield used for various diplomatic actions. This resource can facilitate...