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Sid Meier's Civilization VII (often referred to as Civilization VII or simply Civ7) is a 4X Strategy video game and the seventh main series installment in the Civilization series. The game was developed by Studio Lillie (tbc) and released on Microsoft Windows, OS X, Nintendo DSGo, 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

CivPop Population determines how many Tiles can be worked by a City
CivFood Food increases a City's CivPop Population
CivGold Gold is used to buy items and barter with other nations.
CivProd Production contributes towards a City producing items.
CivCulture Culture contributes towards researching new Civics.
CivScience Science contributes towards researching new Technologies.
CivHapp Happiness is required to keep Population from Rebelling.
CivDC Administration is used for diplomacy and government
  • 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
  • Movement returns to how it was in Civilization 5

Diplomacy

  • New resource: CivDC Administration
    • Generated by certain buildings and Wonders, including the CivCapital Palace.
    • Can be used to purchase Tiles or Spies instead of CivGold Gold
    • Must be used to implement new CivPolicy Policies into the Government.
    • Must be used to make a City-State CivInfluence Dependent
    • Must be used to perform certain Diplomatic actions, like establishing CivDC Agreements
  • Puppet Cities have been replaced with CivInfluence Dependent Cities. They are similar, but provide no CivUnhapp Unhappiness, do not give all of their Yields to the Civilization that controls them, and may be released at any time. When released, they will revert to a City-State if one originally, or can return to their original Civilization. Terra nullius introduces the option of releasing previously Civ-owned cities as independent City-States.
  • City-States and Civilizations have two variables of CivInfluence Influence: CivRespect Respect and CivFear Fear
    • CivRespect Respect is gained by having goodwill towards other powers and by being strong in aspects other than warfare
    • CivFear Fear is gained by having a powerful military force and proving capable of warfare
  • City-States with enough CivInfluence Influence become CivInfluence Tributaries, donating various resources to their host Civilization.
    • After being CivInfluence Tributaries for long enough and having an exceptionally high amount of CivInfluence Influence, City-States can become CivInfluence Dependent upon a Civ in exchange for CivDC Administration
  • CivInfluence Influence opens up new options in Diplomacy with foreign Civilizations.
    • CivRespect Respect opens up new CivDC Agreements
    • CivFear Fear allows Demands to be made of Resources and other assets
  • 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.

Ideology

  • Three ideologies: CivLiberty Liberty, CivMilitarism Militarism, and CivOrder Order
  • Implementing CivPolicy Policies, completing CivGov Sovereign Choices, and interacting with other Civilizations results in the accumulation of CivIdeo Ideology points in a certain Ideology.
  • After advancing to Ideology on the Civics tree, a Civilization can adopt an CivIdeo Ideology. The more points in an Ideology, the stronger it will be, giving better bonuses and allowing more CivPolicy Tenants to be chosen
  • The Ideologies all give types of Governments with bonuses dependent on the amount of points accumulated for that Ideology, and with Tenants available like Child Policies
    • CivLiberty Liberty grants CivGov Democracy, which focuses on CivDC Administration
    • CivMilitarism Militarism grants CivGov Fascism, which focuses on Military Conquest
    • CivOrder Order grants CivGov Communism, which focuses on CivProd Production
  • Civilizations with the same Ideology have better relations, with CivDC Administration discounts and decreased tension.
  • City-States will begin to support the Ideology of their Allies, making it harder for Civilizations with an opposing Ideology to change their Alliance
  • CivUnhapp Unhappy citizens will cling to opposing Ideologies and rally for their Government to switch to them. If enough Citizens do this, a Revolt could occur. This can be encouraged by opposing Civilizations broadcasting Propaganda.

Government

  • The Government in Civ7 is similar in theory to that of Civ6, but has a much different execution
  • CivPolicy Policies are unlocked by completing certain CivPolicy Civics on the Civic Tree
  • New CivPolicy Policies can be implemented into the current CivGov Government using CivCulture Culture or CivDC Administration
    • CivPolicy Policies may be turned off at any point, but require CivDC Administration to restore at a lesser cost than what was required to initially implement them.
  • Different types of CivGov Government can be chosen with their own bonuses. Civilizations may switch between them by paying CivDC Administration but doing so will increase CivUnhapp Unhappiness for a period
    • CivPolicy Tenants are special CivPolicy Policies exclusive to one type of CivGov Government; they are more expensive but also have stronger efects.
    • Each CivGov Government has a limit on how many CivPolicy Policies it may have actively implemented at one time, normally equal its natural CivDC Administration gain doubled.
    • Unlocking every CivPolicy Tenant in a CivGov Government will unlock its CivGov Legacy Bonus, which applies to the Civilization even when they do not currently have that form
  • CivGov Sovereign Choices are random prompts that appear throughout the game that talk about specific situations and give options for how to progress. Based on this choice, new quantifiers will be added; for example, choosing to allow a worker's union will decrease Worker's building time but increase their maintenance. These also provide CivIdeo Ideology points

The table below lists all of the CivGov Governments as well as their CivPolicy Tenants


CivGovernment
+1 CivDC Chiefdom Default
-50% cost to implement each CivPolicy Policy
CivGovernment
+3 CivDC Kingdom CivScience Law
+3 CivCulture Culture in the CivCapital Capital Legacy: +33% CivCulture Culture in the CivCapital Capital
CivPolicy
Monarchy +10% CivFood Growth and +4 CivFood Food in the CivCapital Capital
CivScience Empire
CivPolicy
Oligarchy +2 CivProd Production and -1 CivUnhapp Unhappiness for every two CivPop Population in the CivCapital Capital
CivScience Military
CivPolicy
Aristocracy +10% CivGold Gold and a random free Luxury in the CivCapital Capital
CivScience Trade
CivPolicy
Royalism +10% CivDC Administration and +4 CivScience in the CivCapital Capital
CivScience Politics
CivGovernment
+3 CivDC Republic CivScience Law
+1 CivCulture Culture in every City Legacy: +7% CivCulture Culture in every City
CivPolicy
Rep. 25% less CivPolicy Policy cost increase from each new City founded
CivScience Empire
CivPolicy
Citizenship -2 CivUnhapp Unhappiness in every City
CivScience Craftmanship
CivPolicy
Federation +20% CivDC Administration yield in the CivCapital for every City in the empire
CivScience Politics
CivPolicy
Union CivProd Produce Workers and Settlers 50% faster in the Capital
CivScience Workforce
CivGovernment
+3 CivDC Statocracy CivScience Law
+2 CivProd building CivResistance Military Units Legacy: +15% CivProd building CivResistance Military Units
CivPolicy
Legalism CivPolicy Policies cost 10% less and CivGov Sovereign Choices cannot fail
CivScience Empire
CivPolicy
Tyranny Reduces CivResistance Razing time to 1 Turn and decreases CivUnhapp Unhappiness from Occupied Cities
CivScience Craftmanship
CivPolicy
Imperium +2 CivHapp Happiness and diminished CivResistance Resistance for all Cities housing units
CivScience Politics
CivPolicy
Veterancy +20% CivResistance Combat Strength to all Units and an additional 20% within Occupied Territory.
CivScience Military

Resources

Resources are a big focus in Civilization VII to a higher degree than ever before. Obtaining and processing Resources is now a large key to maintaining a large and powerful empire. This fuels expansion and rewards those who colonize and conquer, or those who bargain and buy.

  • Once Industrialization hits, Iron and Coal become main focuses, and the player can begin building Manufacturies to transform resources into Products.

Technologies/Civics

  • CivScience Technologies and CivCulture Civics, collectively called Developments, must now be 'spread'. Upon being researched, the city with the highest CivScience Science/CivCulture Culture output put instantly recieve the Tech, and it will begin to spread to the rest of the empire. Cities with highest CivScience Science/CivCulture Culture outputs will acquire these Developments faster, as will Cities that are closer too and/or have a City Connection with another City that has the Development.
    • Any Developments researched instantly for free by a Great Scientist or Wonder will instantly spread to all cities which have the prerequisite Developments.
    • Developments 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 Development.
    • New Cities which are founded start with the Technology of whichever city created the Settler at the time when the Settler was Produced.
    • CertainCivScience Technologies boost the spreading of Developments, and the CivScience Internet Technology instantly spreads all Developments to all Cities as after it is researched.
  • The CivScience Technologies and CivCulture Civics trees have been completely redone as shown below.
    • In order to start researching a Development, all of the Developments on the top sides must also have been researched completely.
CivScience Technologies
TechTree
CivCulture Civics
CivicTree

Victory

  • The CivCulture Culture Victory in Civilization VII can be achieved by becoming the dominant CivCulture Culture. This occurs when at least 30% of all Cities have the same CivCulture Culture of the capital, and over 80% of all Cities have a CivCulture Child Culture to that of the CivCapital Capital.

Expansions

Terra nullius

Terranullius
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

Metropolis
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.
  • 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 not attacked on the same turn as they would be damaged. It is granted to all units generated in a city with a Nuclear Shelter.
  • Economics
    • CivGold Gold output is now primarily determined by the CivGold Tax Rate of a Civilization
    • The higher the rate, the more CivGold Gold will be generated from Economic Activity. However, a higher rate will also generate more CivUnhapp Unhappiness
    • Affected by CivIdeo Ideology
      • Under CivLiberty Liberty, government intervention in Economics is limited. More CivGold Gold and CivGPP Great People Point are generated, but CivUnhapp Unhappiness is also boosted more. Thus, Taxes must be cut to maintain CivHapp Happiness.
      • Under CivOrder Order, the government spreads control of the Economy equally. Thus, CivGold Gold is reduced, but CivHapp Happiness is much higher. Tax Rate can be very high if needed.
      • Under CivMilitarism Militarism, the government takes control of the Economy absolutely. CivProd Production becomes very strong, and external CivGold Gold output is boosted, but CivUnhapp Unhappiness is rampant.
  • Trading system revamped
    • 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.
    • Limit on number of Trade Routes is now decided city-by-city
    • Trade Routes can now involve trading CivGold Gold for other items, like CivScience Science, Resources, Products, or even CivFood Food
    • Intracivilizational Trade Routes now generate CivGold Gold based on CivGold Tax Rate
    • Trade Routes naturally spread things such as Technologies, Civics, and most importantly, Plagues.
  • New Corporation system
    • 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
    • Luxuries can be moved to the city with the Corporation and it will produce new Products from it, that provide more happiness than normal and generate more CivGold Gold
    • These Products can also be traded to other Civilizations for much more Currency than would otherwise be earned from the pure Luxury

Civilizations

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.

Unique Ability
*
Leader Ability
Lycurgus
Unique Unit
Hoplite*
Unique Construct.
Acropolis*

Spartan: When producing military land units, CivDC Administration output (up to 15) is added to CivProd Production output every turn.

Unique Ability
Pax Romana
Leader Ability
Constantine I*
Unique Unit
Legion*
Unique Construct.
Baths*
Trade routes to and from Roman cities cannot be pillaged, and generate 10% more CivGold Gold

Unique Ability
Sun Never Sets*
Leader Ability
Henry VIII*
Unique Unit
Longbowman*
Unique Construct.
Royal Harbour*

Unique Ability
*
Leader Ability
Charles de Gaulle*
Unique Unit
Muskateer*
Unique Construct.
Château*

Unique Ability
Furor Teutonicus*
Leader Ability
Angela Merkel*
Unique Unit
Panzer*
Unique Construct.
Hanse*

Unique Ability
*
Leader Ability
Ferdinand II*
Unique Unit
Tercio*
Unique Construct.
Cathedral*

Unique Ability
*
Leader Ability
Nikita Khruschev*
Unique Unit
*
Unique Construct.
*

Unique Ability
Motherlands
Leader Ability
*
Unique Unit
Cossack*
Unique Construct.
Krepost*
Russian Cities are more resistant to outside syncretism and diffusion, as is the CivCulture Culture produced in Moscow.

Unique Ability
Viking Raiders*
Leader Ability
Leif Erikson*
Unique Unit
Longship
Unique Construct.
Stave Church*

Able to move onto tiles that have rivers at the cost of 4 HP per turn. Pillage extra CivGold Gold from Cities, but deal less damage.

Unique Ability
Land of the Nile*
Leader Ability
Akhenaten*
Unique Unit
War Chariot*
Unique Construct.
Burial Tomb*

Unique Ability
Desert Kings*
Leader Ability
Ibn Tumart*
Unique Unit
Berber Cavalry*
Unique Construct.
Kasbah*

Unique Ability
Bantu Heritage
Leader Ability
Mvemba a Nzinga*
Unique Unit
Adarguerios*
Unique Construct.
Zimbabwe*
Settlers have +1 Movement. +1 CivFood Food for Bonus Resources which can be found in the Capital.

Unique Ability
*
Leader Ability
Sunni Ali*
Unique Unit
Mandekalu*
Unique Construct.
Mud Pyramid*

Unique Ability
Independence Fighters*
Leader Ability
*
Unique Unit
Mehal Sefari*
Unique Construct.
Stele*

Unique Ability
Dar al
Leader Ability
Umar I*
Unique Unit
Camel Archer*
Unique Construct.
Bazaar*
+20% CivGold Gold from Trade Routes with Cities with the primary Arabian culture and +5% CivCulture Culture.

Unique Ability
Tanzimat*
Leader Ability
Mehmed II*
Unique Unit
Janissary*
Unique Construct.
*

Unique Ability
*
Leader Ability
Cyrus the Great*
Unique Unit
Immortal*
Unique Construct.
Qanat*

Unique Ability
*
Leader Ability
Akbar the Great*
Unique Unit
Varu*
Unique Construct.
Stepwell*

Unique Ability
Pastoral Warriors*
Leader Ability
Kublai Khan*
Unique Unit
Keshik*
Unique Construct.
*

Unique Ability
Cultural Revolution*
Leader Ability
Mao Zedong*
Unique Unit
Red Guard
Unique Construct.
Steel Furnace

Purges cities of outside Cultural influence and produces points towards the current CivIdeo Ideology.

Build in Neighborhoods. +1 Steel generation per CivPop Population
Unique Ability
Rising Sun*
Leader Ability
Emperor Meiji*
Unique Unit
Samurai*
Unique Construct.
Electronic Factory*

Unique Ability
Ritual Sacrifice
Leader Ability
Monteczuma I
Unique Unit
Eagle Warrior
Unique Construct.
Chinapa
Gain ability to sacrifice 1 CivPop Population in a city to earn 25% of the current CivCulture Culture.

Tributary: CivGold output doubled in Puppeted cities.

1 additional Movement Point. Earn CivCulture from initiating battles.

Improvement built on Lake tiles that provides 5 CivFood
Unique Ability
Sons of Inti
Leader Ability
Pachacuti
Unique Unit
Hatun Runas
Unique Construct.
Huaca
Bonus Resources that yield CivFood Food now yield +2 CivFood Food.

Andes Mountain Trails: Hills within 5 Tiles of Incan or allied territory force no Movement penalty to Incan units.

Replace Warriors. Slightly stronger and require no CivGold Gold or CivFood Food maintenance fees.

Replaces the Monument. Gives +3 CivCulture Culture
Unique Ability
Life of the Rainforest*
Leader Ability
*
Unique Unit
Pracinha*
Unique Construct.
*

Unique Ability
Manifest Destiny
Leader Ability
John F. Kennedy
Unique Unit
Navy SEAL
Unique Construct.
Film Studio
Technologies travel between cities twice as fast. Cities on the same continent as the Capital gain 5% Growth

Space Race: 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.

Unlocked with Mass Media, built in the Cultural Center. Provides an additional 3 CivCulture , 2 CivHapp , and a unique Product, Movie

City-States

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 2 random CivScience Eurekas! every era.
Santiago Buildings provide an additional Great Person point.
Milan +1 CivHapp Happiness per CivGold Trade Route earning 8+ 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 2 random CivCulture Inspirations 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 Production
Pyongyang Purchasing units requires 15% less CivGold Gold

Resources

Eras
Farm
Plantation
Pasture
Camp
Fishing Boat
Mine
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
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 Bottle (+2 CivCulture )
Crabs +2 CivGold +1 CivFood Seafood (+3 CivFood )
Whales +2 CivFood +1 CivGold Whale 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 Necklace (+4 CivCulture )

Terrain

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
Feature
Terrain BYM
Coast +1 CivFood , +1 CivGold
Desert
Grassland +2 CivFood
Lake +1 CivFood , +1 CivGold
Ocean +1 CivFood
Plains +1 CivFood , +1 CivProd
Tundra +1 CivFood
Snow
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
River
Woods +1 CivProd

Natural Wonders

Wonder ABYM Notes
Cliffs of Dover +3 CivCulture Culture, +2 CivGold Gold Cannot Embark from or to; gives Fresh Water
Crater Lake +4 CivFaith Faith, +1 CivScience Science Defensive Bonus to CivFear Military Units
Dead Sea +2 CivScience Science, +2 CivCulture Culture CivFear Saline Promotion: Embarked Speed +1
Galapagos +3 CivScience Science, +1 CivCulture Culture Random CivScience Eureka! upon discovery
Great Reef +2 CivFood Food, +2 CivScience Science +3 CivGPP Great Scientist points
Mt. Everest +3 CivFaith Faith, +1 CivCulture Culture CivFaith Refuge promotion: ignore negative Terrain effects
Mt. Kilimanjaro +3 CivFood Food, +1 CivCulture Culture +3 CivGPP Great Prophet points
Patanal +1 CivFood Food, +1 CivCulture Culture Bonus extends four tiles rather than two tiles
Pippiotahi +2 CivGold Gold, +1 CivCulture Culture Bonus extends 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 CivFear Military Units
Yosemite +3 CivGold Gold, +2 CivCulture Culture Free CivProd Ecologist once available

Wonders

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
Studio Lillie
Solis
Insomniac

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