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(t∣b∣c) 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.
Generated by certain buildings and Wonders, including the Palace.
Can be used to purchase Tiles or Spies instead of Gold
Must be used to implement new Policies into the Government.
Must be used to make a City-State Dependent
Must be used to perform certain Diplomatic actions, like establishing Agreements
Puppet Cities have been replaced with Dependent Cities. They are similar, but provide no Unhappiness, do no give all of their Yield 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 Influence: Respect and Fear
Respect is gained by having goodwill towards other powers and by being strong in aspects other than warfare
Fear is gained by having a powerful military force and proving capable of warfare
City-States with enough Influence become Tributaries, donating various resources to their host Civilization.
After being Tributaries for long enough and having an exceptionally high amount of Influence, City-States can become Dependent upon a Civ in exchange for Diplomatic Capital
Influence opens up new options in Diplomacy with foreign Civilizations.
Respect opens up new Agreements
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.
Implementing Policies, completing Sovereign Choices, and interacting with other Civilizations results in the accumulation of Ideology points in a certain Ideology.
After advancing to Ideology on the Civics tree, a Civilization can adopt an Ideology. The more points in an Ideology, the stronger it will be, giving better bonuses and allowing more 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
Liberty grants Democracy, which focuses on Diplomatic Capital
Militarism grants Fascism, which focuses on Military Conquest
Order grants Communism, which focuses on Production
Civilizations with the same Ideology have better relations, with Diplomatic Capital 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
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.
The Government in Civ7 is similar in theory to that of Civ6, but has a much different execution
Policies are unlocked by completing certain Civics on the Civic Tree
New Policies can be implemented into the current Government using Culture or Diplomatic Capital
Once a Policy is implemented, it cannot be removed, much like Policies in Civ 5.
Different types of Government can be chosen, each with their own bonuses
Each one has 5 different possible Policies to select from
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 Ideology points
Adoption: +3 Culture in the Capital
Finisher: +33% Culture in the Capital
+10% Growth and +4 Food in the Capital
+2 Production and -1 Unhappiness for every two Population in the Capital
+10% Gold and a random free Luxury in the Capital
+10% Diplomatic Capital and +4 in the Capital
Adoption: +1 Culture in every City
Finisher: +7% Culture in every City
25% less Policy cost increase from each new City founded
-2 Unhappiness in every City
+20% Diplomatic Capital yield in the for every City in the empire
Produce Workers and Settlers 50% faster in the Capital
Adoption: +2 building Military Units
Finisher: +15% building Military Units
Policies cost 10% less and Sovereign Choices cannot fail
Reduces Razing time to 1 Turn and decreases Unhappiness from Occupied Cities
+2 Happiness and diminished Resistance for all Cities housing units
+20% Combat Strength to all Units and an additional 20% within Occupied Territory.
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 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.
A new feature introduced in Civilization VII is Cultures, empowered by Culture growth, most similar to Religion from previous games. Cultures have their own Traditions, similar to Government Policies, which act on a city-by-city basis, rather than acting upon an entire Civilization.
Changing Traditions requires Culture points, with higher costs for more recent and powerful ones. Additionally, Traditions that have gone untouched for long amounts of time will take more Culture to change and may cause a drop in Happiness.
Civilizations can only change the Traditions of their original Culture, which was the one generated in their Capital.
Each City has a Culture to it, which affects its various boosts and other features. Culture spreads between Cities if the receiving City does not already have a Culture. Diffusion is affected by multiple factors:
They spread faster inside of a Civilization than between Civilizations, and spread faster between Civilizations with road and trade connections
They spread faster with more Communications Technologies, especially helping with longer distances, and from Cities with higher Culture production.
They spread slower when hindered by things like mountainous terrain, long distance (continent to continent), and low Happiness.
Settlers automatically spread the Culture of the city that trained them to Cities they found.
Cities that already have Culture can spread them in a different way, through Syncretism. In this way, specific Traditions are replaced in the receiving Culture by those of the dominant one. When this happens, a new Child Culture is formed which keeps the same Traditions as the original except for the ones that have been replaced
When the original Culture changes Traditions, the Child Culture will as well.
Culture have a large impact on Diplomacy. Civilizations with the same or similar Cultures will be more friendly, while those with "opposing" ones (ones with less Traditions in common) will be less friendly. Civilizations also can oppose Cultures encroaching on their own, and will give penalties for those speeding up the process.
Media like Literature, Art, Music, and Theatre are also tied to Cultures. They increase Culture generation and make Culture travel faster when possessed by other Cities. Media is automatically generated and moves along Trade Routes, boosting Cultural Diffusion. Classic Media generated by Great People has an even stronger effect.
The Culture Victory in Civilization VII can be achieved by becoming the dominant Culture. This occurs when at least 30% of all Cities have the same Culture of the capital, and over 80% of all Cities have a Child Culture to that of the Capital.
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
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.
Gold output is now primarily determined by the Tax Rate of a Civilization
The higher the rate, the more Gold will be generated from Economic Activity. However, a higher rate will also generate more Unhappiness
Affected by Ideology
Under Liberty, government intervention in Economics is limited. More Gold and Great People Point are generated, but Unhappiness is also boosted more. Thus, Taxes must be cut to maintain Happiness.
Under Order, the government spreads control of the Economy equally. Thus, Gold is reduced, but Happiness is much higher. Tax Rate can be very high if needed.
Under Militarism, the government takes control of the Economy absolutely. Production becomes very strong, and external Gold output is boosted, but 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 Gold for other items, like Science, Resources, Products, or even Food
Intracivilizational Trade Routes now generate Gold based on 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 Gold
These Products can also be traded to other Civilizations for much more Currency than would otherwise be earned from the pure Luxury
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.
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.
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 to the City and can be Traded or turned into Products.
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.