Fantendo - Nintendo Fanon Wiki

Civilization VII

33,109pages on
this wiki
Add New Page
Comments10 Share
Sid Meier's Civilization VII (often referred to as Civilization VII or simply Civ7) is a 4X Strategy video game and the seventh mainseries installment in the Civilization series. The game was developed by .lennongrad (tbc) and released on Microsoft Windows, OS X, and Linux on May 29th, 2021.

In Civilization VII, the player leads their chosen civilization from the dawn of agriculture through to the far future, hoping to achieve one of many victory conditions. The player must carefully handle many different variables and react to changing conditions, managing research, diplomacy, exploration, expansion, development, and conquest. The game is heavily based upon Civilization VI, retaining many of its changes, while also adding new features, such as new Tribe and Plague systems, a revamp of the combat system, and the return of some previously removed systems like the World Congress.

Notable Changes

CivGold Gold is used to buy items and barter with other nations.
CivFood Food increases a City's CivPop Population
CivProd Production contributes towards a City producing items.
CivCulture Culture contributes towards researching new Civics.
CivScience Science contributes towards researching new Technologies.
CivFaith Faith is used to buy Religious items/Patronage of Great People.
CivHapp Happiness is required to keep Population from Rebelling.
CivPop Population determines how many Tiles can be worked by a City.
  • New Civilization, new Wonders, new City-States, new content
  • New Plague system based upon the Health system of Civilization 4
    • Plagues can now start in Cities and spread to nearby ones through City Connections or Trade Routes
    • Plagues are more often to start in Cities with sources of water nearby
    • Plagues reduce the Population of a city heftily
    • Once a Plague is gone, it cannot reappear at the same city as before.
    • Buildings and Governmental Policies can prevent or diminish the effect of Plagues
  • A more advanced Reputation system
    • AI Civs now treat on the player based on how they have acted in general, rather than how they have specifically acted towards them.
  • Claiming of Borders
    • Civilizations are able to 'claim' Borders, which cannot be worked in until a City is built there. Other Civilizations may pass through it without an Open Border policy or build a City there, but doing so will result in Diplomatic penalties.
  • Movement returned to how it was in Civilization 5
  • Building and Housing
    • The amount of Buildings that can be built in a City is now equivalent to the amount of Tiles worked by a City
    • Like in Civilization 6, Housing is necessary for Growth of Population
    • Building limit introduced to encourage players to replace old Buildings with newer and more efficient ones.
  • Reduces the quality of Wide over Tall for Science
    • Technologies must now be 'spread'. Upon being researched, the city with the highest Science output put instantly recieve the Tech, and it will begin to spread to the rest of the empire. Cities with highest Science outputs will acquire these Technologies faster, as will Cities that are closer too and/or have a City Connection with another City that has the Tech.
    • Any Technologies researched instantly for free by a Great Scientist or Wonder will instantly spread to all cities which have the prerequisite technologies.
    • Technologies which have non-City specific effects must be in 75% of all Cities to work. Other effects, like building Buildings, Improvements, Units, or Districts, can only be performed by Cities with the Tech.
    • New Cities which are founded start with the Technology of whichever city created the Settler at the time when the Settler was Produced.
    • Certain Technologies boost the spreading of Technology, and the Internet Technology instantly spreads Technology to all Cities as after it is researched.
    • None of these features apply to the Civics systems


Terra nullius

Terra nullius was the first Expansion for Civilization VII, adding many new gameplay features, tweaks to previous features, five new Civilizations to play as, four new city states, and new map types, units, and scenarios.
  • New Gameplay Elements
    • Introduction system allows players to move certain Resources for a high cost
      • After researching Ecology, players are able to send Ecologists to tiles with certain Luxuries to collect them; this Ecologist can them return and introduce the Luxury to a different Tile
      • Tile Improvements on Introduced Luxuries have a higher Maintenance cost
      • Introducing too many Luxuries can result in Diplomatic penalties
      • The Environmental Damage proposal punishes Civilizations who Introduce multiple Luxuries
    • Revolution system
    • Colonialism system
    • Tribal system
  • New Civilizations
  • New City-States
  • New Map Types
  • New Scenarios
  • New Units
  • Updates and Changes


Metropolis was the second Expansion for Civilization VII, adding many new gameplay features, tweaks to previous features, five new Civilizations to play as, four new city states, and new map types, units, and scenarios.
  • New Gameplay Elements
    • Environmental damage returns, expanding upon the Introduction system added in Terra nullius
      • Rapid Deforestation and Pollution can occur which result in loss of either Production or Growth. Ecologists can be produced to fix the issue, and the Environmental Damage Proposal at the World Congress can be used to punish those who damage the environment.
      • Nuclear Fallout reappears, and it can no longer be cleared with any amount of time. Usage of Nuclear Bombs and the ensuring Fallout results in large diplomatic penalties. The Hazmat bonus nullifies damage suffered by units in Fallout who have no attacked on the same turn as they would be damaged.
    • Total revamp of the Trading system
      • Trade Routes return, but are no longer reliant upon specific trading Units to function. Instead, any two Cities connected by Land can form a Trade Route after Currency is researched; any two Cities on the coast can form a Trade Route after Commerce is researched; any two Cities in the world can form a Trade Route after Flight is researched.
      • Trade Routes can no longer simply involve Currency; instead, they must contain other things, such as Resources, Products, or Science.
      • Trade Routes naturally spread things such as Technologies, Civics, and most importantly, Plagues.
    • New Corporation system
      • Plays heavily into Trading
      • After researching specific Techs, new 'Products' are unlocked
      • After a certain amount of time, Corporations appear to produce these Products, or can be established by the Civilization
      • These Corporations create Products using Resources
      • These Products can then be traded to other Civilizations for much more Currency than would otherwise be earned from the pure Luxury
      • Products that aren't traded will begin to naturally increase Happiness and the worth of the National Currency.
  • New Civilizations
  • New City-States
  • New Map Types
  • New Scenarios
  • New Units
  • Updates and Changes


These 25 Civilizations came with the original version of the game without any DLC and are compatible with any version. Later DLC Civilizations will only be compatible with Versions of the game that come afterward, e.g. the Iroquois cannot be used without Terra nullius.

American Manifest Destiny
Technologies travel between cities twice as fast. Cities on the same continent as the Capital gain 5% Growth
John F. Kennedy
Complete Science projects in 33% less time, but complete other projects in 20% more time.
Replaces Marines. Starts with the Amphibious III promotion, doubling it's attack power from the Coast or over a River.
Film Studio
Unlocked with Mass Media, built in the Cultural Center. Provides an additional 3 CivCulture , 2 CivHapp , and a unique Product, Movie
Aztecs Ritual Sacrifice
Gain ability to sacrifice 1 CivPop in a city to earn 15% of the current CivFaith Stockpile.
Montezuma I
CivGold output doubled in Puppeted cities.
Eagle Warrior
1 additional Movement Point. Earn CivFaith from initiating battles.
Improvement built on Lake tiles that provides 5 CivFood
Inca Sons of Inti
Bonus Resources that yield CivFood now yield an additional CivFood .
Hills within 5 Tiles of Incan or allied territory force no Movement penalty to Incan units.
Hatun Runas
Replace Warriors. Slightly stronger and require no CivGold or CivFood maintenance fees.
Replaces the Monument. Gives 2 CivCulture and 2 CivFaith
Songhai River Warlords Sonni Ali Mandekalu Mud Pyramid
Zulu Bull Formation Mpande Impi Ikanda
English Long Live the King Henry VIII Longbowman Royal Harbour
German Furor Teutonicus Angela Merkel Panzer Hanse
Russian Motherlands Nikita Khrushchev Cossack Krepost
Arabian Sharia Law Muhammad Camel Archer Bazaar
Persian Religious Tolerance Cyrus the Great Immortal Satrap's Court
Norwegian Viking Age Leif Erikson Berserker Stave Church
Turkish Seljuk Heritage Mehmed II Janissary Building
Mongolian Nomadic Warriors Kublai Khan Keshik Building
Roman Caput Mundi Constantine I Legion Baths
Greek Hellenistic Lands Lycurgus Hoplite Acropolis
Byzantine Imperium Graecorum Justinian Dromon Building
French Liberty, Equality, Fraternity Charles de Gaulle Muskateer Château
Indian Caste System Gandhi Varu Stepwell
Egyptian Land of the Nile Akhenaten War Chariot Burial Tomb
Babylonian Code of Laws Hammurabi War Cart Walls of Babylon
Chinese Civil Service Exams Zhu Yuanzhang Chu-ko-no Great Wall
Japanese Rising Sun Itō Hirobumi Samurai Electronics Factory
Korean Long Life Jangsu Turtle Ship Building
Indonesian Spice Islanders Sukarno Unit Building
Khmer Followers of Devaraja Jayavarman II Unit Building

Expansion One: Terra nullius

These Civilizations were added in the first Expansion Pack, Terra nullius.

Spanish Sun Never Sets Ferdinand II Tercio Cathedral
Portugese Kings of the Ocean John II Nau Feitoria
Mexico Native Lands Santa Anna Unit Building
Brazil Life of the Rainforest Pedro II Pracinha Brazilwood Camp
Colombia True Diversity Camilo Tenorio Unit Street Carnival

Season One DLC

These Civilizations were added during the first Season of Downloadable Content, New World.

Iroquois Greatest Pathfinders Thayendanegea Mohawk Longhouse
Shoshone Snake People Rabbit-Tail Pathfinder Tipi
Inuit Aurora Borealis Leona Aglukkaq Scavenger Tents
Mayan Astronony Mastery Pakal the Great Atlatler Pyramid Temple
Polynesian Greatest Sailors Kamehemeha I Canoe Stone Head

Expansion Two: Metropolis

These Civilizations were added in the second Expansion Pack, Metropolis.

Kongolese Jungle Warriors Mvemba a Nzinga Adarguerios Zimbabwe
Phoenician Original Colonialists Hannibal War Elephant Sarcophagus
Moroccan Desert Kings Aham al-Mansur Berber Kasbah
Ethiopian Independence Fighters Haile Selassie Mehal Sefari Stele
Hunnic Masterful Conquerers Attila the Hun Battering Ram Cauldron

Season Two DLC

These Civilizations were added during the second Season of Downloadable Content, Europa.

Celtic Forest Warriors Boudicca Pictish Warrior Ceilidh Hall
Dutch Royal Traders William Orange Sea Beggar Polder
Austrian Eagle Kings Maria Theresa Hussar Coffee House
Polish True Confederation Casimir III Winged Hussar Ducal Stable
Venetian Merchant Guilds Enrico Dandolo Great Galleass Great Canal


Technology plays a huge part in the development of a civilization, just like in the real world. Technology allows a Civilization to take full control of its resources, explore, expand, and conquer. Researching Techs requires Science, so having a slow Science Per Turn value leads to having a less developed Civilization that can't succeed. While some Victories place more important on Science than others, all of them require some growth in this area.

Bronze W.
The Wheel
Iron W.
Military T.
Military E.
Mass P.
Siege T.
Metal C.
Square R.
Military S.
Scientific T.
Steam P.
R. Parts
Com. Arms
Ad. Ballistics
Ad. Flight
Synth. Mat.
N. Fission
Guidance S.
N. Fussion
Future Tech


Culture plays a huge part in the development of a civilization, just like in the real world. Culture allows a Civilization to take full control of its resources, explore, expand, and conquer. Researching Civics requires Culture, so having a slow Culture Per Turn value leads to having a less developed Civilization that can't succeed. While some Victories place more important on Culture than others, all of them require some growth in this area.

R. History
M. Training
Civil S.
D. Right
R. Church
D. Service
Finer Arts
Civil E.
Free Market
N. History
Mass Media
Nuclear P.
T.V. Sports
Cultural H.
Social M.
Space E.


Types of City-States

Every City-State falls into one of 6 types, which provide different bonuses based on the amount of Envoys sent to the City-State. These bonuses stack, and all three of them plus the Suzerain bonus can be in effect at the same time for the same City-State.

Type 1 Envoy 3 Envoys 6 Envoys
Religious +2 CivFaith in the CivCapital Capital +2 CivFaith in every Holy Site +1 CivFaith in every District
Scientific +2 CivScience in the CivCapital Capital +2 CivScience in every Campus +1 CivScience in every District
Trade +2 CivGold in the CivCapital Capital +2 CivGold in every Market +1 CivGold in every District
Cultural +2 CivCulture in the CivCapital Capital +2 CivCulture in every Threate Square +1 CivCulture in every District
Industrial +2 CivProd in the CivCapital Capital +2 CivProd in every Commercial Hub +1 CivProd in every District
Militaristic +2 CivProd in the CivCapital Capital +2 CivProd in every Encampment +1 CivProd in every District

List of City-States

City-State Suzerain Bonus
Kandy Apostle units start with two Promotions and Inquisitors with one
Yerevan Allows Pillar improvements for +2 CivFaith Faith and +1 CivCulture Culture
Karbala CivFaith Faith from Relics ×2, +1 CivFaith Faith per Great Work
Ouidah Converts to your religion and spreads it as if it were a CivFaith Holy City
Amsterdam +2 CivScience Science and +1 CivCulture Culture per District
Geneva 50% more Influence per turn.
Stockholm Earn 1 random CivScience Eureka! per turn.
Santiago Districts provide an additional Great Person point.
Milan +1 CivHapp Happiness per CivGold Trade Route earning 10+ CivGold Gold
Zanzibar Trader units are immune to being plundered
Singapore Trading Posts provide +2 CivGold Gold per CivGold Trade Route
Zurich CivGold Trade Routes provide +1 CivGold for every excess CivHapp Happiness
Florence Trade Routes provide +2 CivCulture Culture per District in the Target City
Vilinius Earn 1 random CivCulture Inspiration per era.
Nan Madol +3 CivCulture Culture for each District adjacent to the Coast.
Mohenjo-daro All Cities gain an extra level of CivFood Water Adequacy
Toronto Bonus Resources provides +½ CivHapp Happiness
Cape Town Harbour Buildings cost no CivGold Maintenence
Algiers Regional effects from Districts reach twice as far.
Sydney 25% CivProd Production towards current Era Wonders.
Preslav Cavalry units gain 5 Strength when fighting on Hills.
Valletta Units gain 25% more Experience in battles.
Genoa Navals units require 15% less CivProd when built in a Harbour
Pyongyang Purchasing units in an Encampment requires 15% less CivGold Gold


Fishing Boat
Oil Rig

Bonus Resources serve only to increase the Yield of a tile and do not apply any specific benefits otherwise, unlike the other two varieties of Resources. Strategic resources are different, however; in addition to the effects on Yields, Strategic Resources also provide a limited quantity of resources with which Units or Buildings may be constructed. In addition to the effects on Yields, Luxury Resources also provide a limited quantity of resources which provide Happiness CivHapp to the City and can be Traded or turned into Products.

Bonus Resources
Stategic Resources
Luxury Resources
Resource BYM IYM CYM
Wheat +1 CivFood +1 CivProd +1 CivFood
Bananas +1 CivFood +1 CivGold
Sheep +1 CivFood +1 CivProd +1 CivGold
Cattle +1 CivFood +1 CivProd +1 CivFood
Deer +1 CivProd +1 CivFood
Fish +1 CivFood +1 CivFood
Copper +2 CivProd +1 CivProd +1 CivGold
Resource BYM IYM
Horses +1 CivProd +1 CivProd
Iron +1 CivProd +1 CivScience
Nitre +1 CivFood +1 CivProd
Coal +1 CivProd +1 CivProd
Oil +1 CivProd +1 CivProd
Aluminum +1 CivProd
Uranium +1 CivProd -4 CivFood
Resource BYM IYM Product
Cinnamon +2 CivGold +1 CivCulture Rolls (+1 CivFood )
Cocoa +3 CivGold +1 CivGold Chocolate (+1 CivFood )
Coffee +1 CivCulture +2 CivGold Frappe (+1 CivScience )
Cotton +3 CivGold +1 CivGold Textile (+4 CivGold )
Dyes +1 CivFaith +2 CivGold Pigment (+1 CivCulture )
Incense +1 CivFaith +2 CivGold Candles (+1 CivCulture )
Sugar +2 CivFood +2 CivGold Candy (+4 CivGold )
Tea +1 CivScience +2 CivGold Drink (+4 CivGold )
Silk +1 CivCulture +1 CivFaith Cloth (+4 CivGold )
Wine +1 CivFaith +2 CivGold Drink (+2 CivCulture )
Crabs +2 CivGold +1 CivFood Seafood (+3 CivFood )
Whales +2 CivFood +1 CivGold W. Oil (+3 CivProd )
Pearls +2 CivGold +1 CivFaith Necklace (+3 CivGold )
Ivory +2 CivProd +2 CivGold Horn (+1 CivCulture )
Furs +1 CivGold +2 CivGold Jacket (+4 CivGold )
Marble +1 CivCulture +2 CivProd Granite (+3 CivProd )
Diamonds +3 CivGold +1 CivProd Ring (+4 CivGold )
Salt +2 CivFood +1 CivGold Pepper (+3 CivFood )
Silver +3 CivGold +2 CivProd Ring (+4 CivCulture )


Every Tile in the game has a certain Terrain on it, affected the starting Yield output and other factors. It can also have Terrain Features, which tend to hinder movement and have other effects.

Terrain BYM
Coast +1 CivFood , +1 CivGold
Grassland +2 CivFood
Lake +1 CivFood , +1 CivGold
Ocean +1 CivFood
Plains +1 CivFood , +1 CivProd
Tundra +1 CivFood
Feature BYM Notes
Cliffs Cannot embark
Hills +1 CivProd Defense bonus
Ice Impassable
Marsh +1 CivFood
Mountain Impassable
Oasis +3 CivFood Provides Fresh Water
Jungle +1 CivFood Decreases Appeal
Woods +1 CivProd

Natural Wonders

Wonder ABYM Notes
Cliffs of Dover +3 CivCulture Culture, +2 CivGold Gold Cannot embark, gives Fresh Water
Crater Lake +4 CivFaith Faith, +1 CivScience Science Defensive Bonus to Units
Dead Sea +2 CivScience Science, +2 CivCulture Culture +3 CivCulture Appeal for adjacent cities
Galapagos +3 CivScience Science, +1 CivCulture Culture Random CivScience Eureka! upon discovery
Great Reef +2 CivFood Food, +2 CivScience Science +3 CivScience Great Scientist points
Mt. Everest +3 CivFaith Faith, +1 CivCulture Culture CivFaith Religious Units ignore Hills
Mt. Kilimanjaro +3 CivFood Food, +1 CivCulture Culture +3 CivFaith Great Prophet points
Patanal +3 CivFood Food, +2 CivCulture Culture Four tiles rather than two tiles
Pippiotahi +2 CivGold Gold, +2 CivCulture Culture Three tiles rather than two tiles
Torres del Paine n/A 2× to yields on adjacent tiles
Tsingy +3 CivScience Science, +1 CivCulture Culture Attack Bonus to Units
Yosemite +3 CivGold Gold, +2 CivCulture Culture Free CivCulture Ecologist once available


Just like in Civilization VI, Civilizations are able to build powerful constructions on Tiles under their control. These Wonders can only be built once in a game, and give strong bonuses. They also have high costs, cannot be bought, and take a long time to build. As such, Civilizations must be careful about what Wonders they choose to pursue.

Wonder Unlock
Alhambra Castles
Big Ben Economics
Boishoi Theatre Finer Arts
Broadway Mass Media
Chichen Itza Guilds
Colosseum Recreation
Colossus Shipbuilding
Cristo Redentor Mass Media
Eiffel Tower Steel
Forbidden Palace Printing
Great Library Recorded History
Great Lighthouse Navigation
Great Pyramids Masonry
Great Zimbabwe Banking
Hagia Sophia Theology
Hanging Gardens Irrigation
Hermitage Natural History
Huey Teocalli Military Tactics
Mont St. Michel Divine Right
Oracle of X Mysticism
Oxford University Education
Petra Mathematics
Potala Palace Astronomy
Stonehenge Astrology
Great Opera House Cultural Heritage
Terracotta Army Construction

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.