XX36789
Chieftain
- Joined
- Apr 3, 2020
- Messages
- 74
Civilization VII is redesigned to be more balanced with more dynamic gameplay based on civ iv and v mods, in particular cavemen to cosmos (larger tech tree, more variety at endgame), jfd's civ v mods (deeper but simpler government systems) and vox populi (revamped victory types, corporation systems), but built off the rules of civ vi in terms of combat and how units/civs/leaders/great people/governments function. New features from Civ VI expansions (loyalty, governors, natural disasters, etc) are the core of Civ VII.
Most of the new mechanics are meant to make civ less of a board game and more of a cinematic strategy game, gameplay focus shifts from chasing victory for yourself to ensuring the glory of your empire and helping your people reach their full potential.
Simpler, cell shaded graphics with more realistic designs for characters. Characters have less animations on average. Visuals redesigned around reduced visual clutter. Can zoom all the way out to space and spin the earth around similar to civ iv. UI evolves and reveals more options with each era, making each era feel like its own game.
Victory is revamped, and the 'score victory' is now tied to the era score mechanic of civ vi: rise & fall, and the future era mechanic of civ vi: gathering storm.
Domination - capture all original capitals
Culture - become an influential culture to all civs
Science - reach alpha centauri with your spaceship
Diplomacy - get voted to be world leader by the un
Religion - become dominant religion of all civs
Financial - become majority shareholder of all corporations
Glory - have the most glory when the future era begins (glory replaces era score, your score is now your total era score)
Major Gameplay Changes:
Palace and Throne Room:
>the palace in your capital is customizable with many different options, there is a throne room view you can use to explore it. the throne room view is used as the background for the leader to stand in during diplomacy.
>the customizations to your palace room are better based on your current glory (aka era score in civ vi)
Reworks to Citizens and Districts:
>you no longer build one building or district at a time in cities, you assign citizens to work tiles and build improvements and buildings on them.
>essentially citizens replace worker units and you can build something on every tile you control every turn.
>each district is now a single building per tile that can have multiple citizens assigmed to it, each citizen effectively does a district project in the buulding while assigned to it.
>buildings have adjacency bonuses with other buildings and natural features, they are faster to build than civ vi districts. you can upgrade buildings as the game goes on at the cost of making it unworkable during the upgrade.
>new districts called 'towns' allow you to make mini-city centers tied to the core city. they replace the neighborhoods of civ vi, and offer unique benefits based on adjacent buildings and improvements. towns grow as the game goes on, and come in many varieties.
>early on for example, you can make rural mining, fishing, and farming towns that expand the number of tiles a city can work and improve adjacent improvements based on their specialty.
>later on, you can make urban towns that are not soecialized and are more expensive. late game improvements and buildings adjacent to urban towns are not only empowered by these urban towns but also offset rheir high upkeep.
>multiple citizens can work unfinished wonders and buildings to speed construction.
>each citizen has a name and a face based on your civ's culture, along with a health, loyalty, and happiness status.
>each citizen has a secret passion that if pursued can make them into great people.
>citizens can be trained into civilian units like settlers, doctors, and military engineers.
>housing and amenities from civ vi are done away with entirely, they are replaced by health and happiness. happiness is the same as civ v, health is the same as civ iv.
>citizens will move to other cities or even other civs if they are unhappy for too long. if they are extremely unhappy they rebel and attack your city.
>happiness and unhappiness works like in civ v. golden/dark/heroic ages work like in civ vi, if the empire is happy it gains extra glory (era score) per turn.
Plagues:
>if citizens are unhealthy they may get sick, if too many citizens are unhealthy the city becomes unhealthy and can start outbreaks of disease that lower happiness and kill citizens off.
>outbreaks spread aggressively if not treated, a new class of medical buildings and units can be used to combat them, and science buildings can help research outbreaks to prevent them from repeating
>in the very late game genetic sequences of researched outbreaks can be customized to make the panacea project (eliminates unhealthiness in your civ) or create bioweapons that can destroy lategame powerhouse civs from within.
More Barbaric Barbarians:
>beasts spawn at turn 1 on tiles.
>bears spawn in tundra, wolves in forests, tigers in jungles, and lions spawn in plains.
>they attack your units and give special promotions to their killer.
>barbarians spawn at turn 5 but camps produce units faster for every era they are not destroyed.
>barbarian camps have a 'Warlord' based on what tile they're on:
Forest - Boudica leads the Iceni
Unique Unit: Spear Chariot, faster Spearman
Grassland - Alaric leads the Visigoths
Unique Unit: Pillager, Swordsman that deals extra damage to cities
Plains - Attila leads the Huns
Unique Unit: Marauder, faster Horse Archer
Desert - Masinissa leads the Numidians
Unique Unit: Brigand, Horseman that is faster and deals more damage in Desert
Coast - Teuta leads the Illyrians
Unique Unit: Pirate, Quadrireme that steals Gold from cities it attacks and deals more damage to Naval Units
Tundra - Odoacer leads the Ostrogoths
Unique Unit: Brute, weaker Warrior that gains permanent bonus damage when it kills a unit
Jungle - Anacaona leads the Taino
Unique Unit: Blowgunner, weaker Slinger that deals triple damage to units below 50% hp
>warlords will interact with you but only when they want to.
>they will only begin speaking to you once a Scout alerts other barbarians to your presence (the horn), and will only make deals if you defeat their units and camps... or if one of your cities is captured by them!
>interacting with Warlords is simple, you can bribe them to attack other civs for a few turns, make a pact with them to defeat a rival Warlord, or bribe them for knowledge they might have about other civs you haven't met, etc. If you're talking to them because they razed your city, they will make hefty demands of you instead.
>if a Warlord loses all their camps, they are defeated and camps no longer spawn on their tile. Defeating a Warlord lets you buy their unique units with gold.
>warlords are always fighting eachother, but will always send troops to help the Free Cities fight the units of civs. Barbarian camps and units will exert loyalty against Free Cities. After the medieval era, barbarian units turn cities they capture into free cities instead of razing them, and captured settlers turn camps they enter into free cities. Any camp that survives for 3 eras becomes a free city.
>when a Free City flips to a Warlord's control, it becomes part of a civ the Warlord leads. Once a Warlord gets a civ they can no longer form new camps and will be defeated if they lose all of their cities. Warlord civs start with additional units, tiles, and settlers based on the era. Warlord civs have two unique units, one for the medieval era, and another for the modern era.
>these later uniques will spawn independently during events across the later eras (starting in medieval) to simulate bandits (medieval), pirates (renaissance-industrial), rebels (industrial-atomic), and terrorists (atomic-future).
Diplomacy and Internal Politics:
>world congress only meets when all players have met each other and every civ may offer a proposal to be voted on each session. essentially reverting the diplomacy feature to how it was in civ v. diplomatic favor is kept as the currency of voting.
>a similar system is inside each civ itself as citizens will vote on various policies, you can change the nature of this based on your government choice.
>your civ's total loyalty determines the nature of the choices that can be made. citizens can be appointed to various government positions and will perform better based on their upgrades and specialties.
>great people can additionally be slotted in governments as part of an advisory council that makes your government more effective overall.
>diplomatic favor is now gained faster and there are more ways to use it, such as passing Decisions and making requests of civs and special city-state interactions.
>your civ's internal politics essentially acts as policy cards that are temporary but more powerful and mesh with your play style.
>you can use diplomatic favor to cast your own votes or veto a policy you don't want enacted regardless of government choice.
>lump sums of diplomatic favor can be spent decisions to trigger special events, some which are based off your civ.
A different main menu, and VR compatibility:
>game has vr capabilities, has mobile friendly controls, has low cost peripheral hardware that allows these features to be used to their fullest regardless of your device
>you control units and manage cities with hand gestures, pointing 'commands' units to move and confirms clicks while other gestures act as hotkeys for specialized unit/city actions and diplomacy options
>main menu is literally your palace and can be customized by you.
>simple point and click on regulad pc in vr mode, with rooms where you can directly tinker with options by hand, mods are books in a library you can turn on and off by hand easily, wander through the credits as a long hallway, and explore a trophy room of your past victories, all has a similar feel to the main menu of civ rev
>if you ever get lost the advisor will help you navigate more quickly and will narrate your choices as you set up a new game
>to set up a new game just spin the globe, civ select is as simple as pointing to a country on the globe, other options are done on simple touch/vr friendly menus
>on pc all options are simple clicks and menus besides starting a new game are less interactive
>starting a new game begins with civ iv intro (
) which then cuts to a quick intro to the leader you chose, who narrates the history known about them in their own words, painting their most notable moments in history in line art that becomes an outline of the leader, which then transforms to the leader's full 3d model
>this takes 5 minutes at most, can be skipped if you choose, meant to mask long load times on larger maps and add hype to the game start
>you can zoom farther in during vr, letting you walk around in the cities you have built, in late game zoom very far out to view the world your civ inhabits from very far out in space
Most of the new mechanics are meant to make civ less of a board game and more of a cinematic strategy game, gameplay focus shifts from chasing victory for yourself to ensuring the glory of your empire and helping your people reach their full potential.
Simpler, cell shaded graphics with more realistic designs for characters. Characters have less animations on average. Visuals redesigned around reduced visual clutter. Can zoom all the way out to space and spin the earth around similar to civ iv. UI evolves and reveals more options with each era, making each era feel like its own game.
Victory is revamped, and the 'score victory' is now tied to the era score mechanic of civ vi: rise & fall, and the future era mechanic of civ vi: gathering storm.
Domination - capture all original capitals
Culture - become an influential culture to all civs
Science - reach alpha centauri with your spaceship
Diplomacy - get voted to be world leader by the un
Religion - become dominant religion of all civs
Financial - become majority shareholder of all corporations
Glory - have the most glory when the future era begins (glory replaces era score, your score is now your total era score)
Major Gameplay Changes:
Palace and Throne Room:
>the palace in your capital is customizable with many different options, there is a throne room view you can use to explore it. the throne room view is used as the background for the leader to stand in during diplomacy.
>the customizations to your palace room are better based on your current glory (aka era score in civ vi)
Reworks to Citizens and Districts:
>you no longer build one building or district at a time in cities, you assign citizens to work tiles and build improvements and buildings on them.
>essentially citizens replace worker units and you can build something on every tile you control every turn.
>each district is now a single building per tile that can have multiple citizens assigmed to it, each citizen effectively does a district project in the buulding while assigned to it.
>buildings have adjacency bonuses with other buildings and natural features, they are faster to build than civ vi districts. you can upgrade buildings as the game goes on at the cost of making it unworkable during the upgrade.
>new districts called 'towns' allow you to make mini-city centers tied to the core city. they replace the neighborhoods of civ vi, and offer unique benefits based on adjacent buildings and improvements. towns grow as the game goes on, and come in many varieties.
>early on for example, you can make rural mining, fishing, and farming towns that expand the number of tiles a city can work and improve adjacent improvements based on their specialty.
>later on, you can make urban towns that are not soecialized and are more expensive. late game improvements and buildings adjacent to urban towns are not only empowered by these urban towns but also offset rheir high upkeep.
>multiple citizens can work unfinished wonders and buildings to speed construction.
>each citizen has a name and a face based on your civ's culture, along with a health, loyalty, and happiness status.
>each citizen has a secret passion that if pursued can make them into great people.
>citizens can be trained into civilian units like settlers, doctors, and military engineers.
>housing and amenities from civ vi are done away with entirely, they are replaced by health and happiness. happiness is the same as civ v, health is the same as civ iv.
>citizens will move to other cities or even other civs if they are unhappy for too long. if they are extremely unhappy they rebel and attack your city.
>happiness and unhappiness works like in civ v. golden/dark/heroic ages work like in civ vi, if the empire is happy it gains extra glory (era score) per turn.
Plagues:
>if citizens are unhealthy they may get sick, if too many citizens are unhealthy the city becomes unhealthy and can start outbreaks of disease that lower happiness and kill citizens off.
>outbreaks spread aggressively if not treated, a new class of medical buildings and units can be used to combat them, and science buildings can help research outbreaks to prevent them from repeating
>in the very late game genetic sequences of researched outbreaks can be customized to make the panacea project (eliminates unhealthiness in your civ) or create bioweapons that can destroy lategame powerhouse civs from within.
More Barbaric Barbarians:
>beasts spawn at turn 1 on tiles.
>bears spawn in tundra, wolves in forests, tigers in jungles, and lions spawn in plains.
>they attack your units and give special promotions to their killer.
>barbarians spawn at turn 5 but camps produce units faster for every era they are not destroyed.
>barbarian camps have a 'Warlord' based on what tile they're on:
Forest - Boudica leads the Iceni
Unique Unit: Spear Chariot, faster Spearman
Grassland - Alaric leads the Visigoths
Unique Unit: Pillager, Swordsman that deals extra damage to cities
Plains - Attila leads the Huns
Unique Unit: Marauder, faster Horse Archer
Desert - Masinissa leads the Numidians
Unique Unit: Brigand, Horseman that is faster and deals more damage in Desert
Coast - Teuta leads the Illyrians
Unique Unit: Pirate, Quadrireme that steals Gold from cities it attacks and deals more damage to Naval Units
Tundra - Odoacer leads the Ostrogoths
Unique Unit: Brute, weaker Warrior that gains permanent bonus damage when it kills a unit
Jungle - Anacaona leads the Taino
Unique Unit: Blowgunner, weaker Slinger that deals triple damage to units below 50% hp
>warlords will interact with you but only when they want to.
>they will only begin speaking to you once a Scout alerts other barbarians to your presence (the horn), and will only make deals if you defeat their units and camps... or if one of your cities is captured by them!
>interacting with Warlords is simple, you can bribe them to attack other civs for a few turns, make a pact with them to defeat a rival Warlord, or bribe them for knowledge they might have about other civs you haven't met, etc. If you're talking to them because they razed your city, they will make hefty demands of you instead.
>if a Warlord loses all their camps, they are defeated and camps no longer spawn on their tile. Defeating a Warlord lets you buy their unique units with gold.
>warlords are always fighting eachother, but will always send troops to help the Free Cities fight the units of civs. Barbarian camps and units will exert loyalty against Free Cities. After the medieval era, barbarian units turn cities they capture into free cities instead of razing them, and captured settlers turn camps they enter into free cities. Any camp that survives for 3 eras becomes a free city.
>when a Free City flips to a Warlord's control, it becomes part of a civ the Warlord leads. Once a Warlord gets a civ they can no longer form new camps and will be defeated if they lose all of their cities. Warlord civs start with additional units, tiles, and settlers based on the era. Warlord civs have two unique units, one for the medieval era, and another for the modern era.
>these later uniques will spawn independently during events across the later eras (starting in medieval) to simulate bandits (medieval), pirates (renaissance-industrial), rebels (industrial-atomic), and terrorists (atomic-future).
Diplomacy and Internal Politics:
>world congress only meets when all players have met each other and every civ may offer a proposal to be voted on each session. essentially reverting the diplomacy feature to how it was in civ v. diplomatic favor is kept as the currency of voting.
>a similar system is inside each civ itself as citizens will vote on various policies, you can change the nature of this based on your government choice.
>your civ's total loyalty determines the nature of the choices that can be made. citizens can be appointed to various government positions and will perform better based on their upgrades and specialties.
>great people can additionally be slotted in governments as part of an advisory council that makes your government more effective overall.
>diplomatic favor is now gained faster and there are more ways to use it, such as passing Decisions and making requests of civs and special city-state interactions.
>your civ's internal politics essentially acts as policy cards that are temporary but more powerful and mesh with your play style.
>you can use diplomatic favor to cast your own votes or veto a policy you don't want enacted regardless of government choice.
>lump sums of diplomatic favor can be spent decisions to trigger special events, some which are based off your civ.
A different main menu, and VR compatibility:
>game has vr capabilities, has mobile friendly controls, has low cost peripheral hardware that allows these features to be used to their fullest regardless of your device
>you control units and manage cities with hand gestures, pointing 'commands' units to move and confirms clicks while other gestures act as hotkeys for specialized unit/city actions and diplomacy options
>main menu is literally your palace and can be customized by you.
>simple point and click on regulad pc in vr mode, with rooms where you can directly tinker with options by hand, mods are books in a library you can turn on and off by hand easily, wander through the credits as a long hallway, and explore a trophy room of your past victories, all has a similar feel to the main menu of civ rev
>if you ever get lost the advisor will help you navigate more quickly and will narrate your choices as you set up a new game
>to set up a new game just spin the globe, civ select is as simple as pointing to a country on the globe, other options are done on simple touch/vr friendly menus
>on pc all options are simple clicks and menus besides starting a new game are less interactive
>starting a new game begins with civ iv intro (
>this takes 5 minutes at most, can be skipped if you choose, meant to mask long load times on larger maps and add hype to the game start
>you can zoom farther in during vr, letting you walk around in the cities you have built, in late game zoom very far out to view the world your civ inhabits from very far out in space
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