Civilization VII Dev Diary #6: Diplomacy, Influence, & Trade

FXS_Sar

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New year, new dev diary! This time, we're talking about three key ingredients to any Civ VII game: Diplomacy, Influence, and Trade. Game Designer Bill Anderson breaks down some of the changes to diplomacy and trade, plus how the new yield - influence - can tip the scales in your favor (or not). ⚖️

Check it out here: https://civilization.2k.com/civ-vii/game-guide/dev-diary/diplomacy-influence-trade/

As always, let me know what you think and leave us your questions! Happy reading, Civ fans!

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I like seeing Khotan as an IP.
 
Nice, surprise diary!

You can support a sanction against yourself?
 
Of all the aspects of micromanagement to be toned down, trade deals might just be the one I'm most looking forward to see revamped. Trying to wring as much gold as possible out of a deal with the AI was rather tedious and would always take me out of the game a bit, so more abstract "deals" that you can choose whether or not to really care about, even when receiving, in which you simply make a move to get a yield? Sounds great! I'm also excited to see how sanctions will work out in multiplayer, a way to hinder an opponent without all-out war is a welcome addition.
 
This is one of our meatiest dev diaries yet. Good read.
 
The diplomacy aspect of civ VII is one of the things I'm excited to experience the most in the changes to the game... it looks a whole lot better fleshed out, seems to have more options and impact on the game, and I feel it will take a little time to master acquiring the new yield efficiently and to spend it wisely !

thanks for the Diary, really interesting once again !
 
So, we know from the Chola ability that trade routes can be increased in number through diplomatic agreements.

How many trade routes do you start with? How many can you acquire through diplomacy normally?
 
I am particularly intrigued by the revamp of the Trade system to make it more of a 'build trade networks' than a 'establish each individual Trade Route and Maintain it". It potentially makes for a possible Play As A Tycoon game experience in Exploration and Modern Ages. Color me Cornelius van der Bilt (the original spelling of his name: like so many entrepreneurs, he re-invented himself in the process!)
 
Of all the aspects of micromanagement to be toned down, trade deals might just be the one I'm most looking forward to see revamped.
And in smaller details, too, it looks like they really are committed to decreasing late-game micromanagement: like how in Modern, merchants don't have to actually travel to their destination to establish a trade route.

I'll probably miss the bartering table a little, just because I'm so used to it.
 
Nice chunky dev diary :) Does anyone remember from the livestream how the cooldown on diplomatic proposals works? I was trying to remember since rejecting costs you influence but refunds for the other leader so wondering how long is the wait before the same proposal can be attempted again
 
So, we know from the Chola ability that trade routes can be increased in number through diplomatic agreements.

How many trade routes do you start with? How many can you acquire through diplomacy normally?
I'm pretty sure they said you could do one trade route with every civilization, where more needs then to have better relationship with them. Don't know if we get any info that tech, civics or policies can affect it too.
 
All in all all looks good on paper.
Looking forward to see how it will play out.

Still a bit confused, what are the options to sell a specific resource...
Is it possible to buy some art piece/relic ets...
 
Of all the aspects of micromanagement to be toned down, trade deals might just be the one I'm most looking forward to see revamped. Trying to wring as much gold as possible out of a deal with the AI was rather tedious and would always take me out of the game a bit
Not only tedious but also one of the easiest ways to exploit the AI. Removing direct bartering is absolutely a positive.
 
Still a bit confused, what are the options to sell a specific resource...
You no longer sell specific resources. When you establish a trade route with a city, you acquire whatever resources it produces; same for other players.

Is it possible to buy some art piece/relic ets...
Since they are tied to victory conditions and there is no evidence for theming returning (thank heavens), I would guess you cannot trade Codices, Relics, or Artifacts.
 
Glad the Bartering Table is gone. I actually liked the system in Beyond Earth (Agreements), and I almost never gave away ANY of my strategic resources and only ever gotten Works and excess Luxuries, so this is a very welcome change.

Also glad to see the Diplomacy being shaken up, I like that I can now directly influence other leaders, and I expect the same will be true for AI so oof, new ways to be LIKE HOW DARE YOU.

You no longer sell specific resources. When you establish a trade route with a city, you acquire whatever resources it produces; same for other players.


Since they are tied to victory conditions and there is no evidence for theming returning (thank heavens), I would guess you cannot trade Codices, Relics, or Artifacts.
I wonder, I guess the limit to how many cities you can Trade With will solve this, but this does make me wonder if the fight for monopolies is going to be weakened, do I still have as much of an incentive to invade a neighbour because they got that tasty tasty Cocoa?
 
I was just about to ask @FXS_Sar if Brian had recently married and changed his name, when I noticed she's fixed his last name in the OP to match the dev diary. :)
 
Since they are tied to victory conditions and there is no evidence for theming returning (thank heavens), I would guess you cannot trade Codices, Relics, or Artifacts.
Could you please hint where I can read more details?
I only remember a stream where Carl got a narration even connected to a relic (if not mistaken during overbuild of some religion connected district/building)
So I thought there should be a place to store them...
 
Triggering these events, such as settling too close to another player's Capital, can result in a relationship penalty and surplus Influence for them to spend against you.
I really hope this works both ways, so the human player actually gets surplus influence if an AI settles too close to their capital.
I also like that it's the distance to the capital. It's such a nuisance in civ6 when the AI always forward settles you and then complains when your new cities are too close to theirs.
 
Could you please hint where I can read more details?
I'm not sure. I think we're still waiting for a dev diary on legacy paths.

So I thought there should be a place to store them...
Codices are stored in Libraries. Relics are stored in Temples. Artifacts are stored in Universities and Museums. And the Palace has a storage slot, like it did in Civ6.
 
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