Civilization VII Dev Diary #8: Victories & Post-Launch

Two of the best things to come out of the livestream is confirmation Hotseat has become a semi-priotity/important enough to be brought back, and the fact that multiplayer games actually simulate relationships between humans for the first time ever (well, not counting Rising Tides)
And two other nice things: renaming settlements is being worked on, and the minimap is fixed. Lots of small things from the stream to be positive about, in particular the fact that we actually have a proper roadmap for the first 6 months and they're being more transparent about their priorities. I hope they keep this up, it goes a long way to helping the fans feel that their feedback matters.

Edit: oh and another small positive is that you can turn mementos off in multiplayer, I was hoping for this based on a hunch that there might be some completely wacky OP combos.
 
Last edited:
Small question about the Great Banker. Let's assume I already put a bank in Civ A's capital. Said Civ get attacked, and lose its capital, meaning the capital is moved to the next city. What hapens to the bank? Does Civ A still count as "tagged", or do I have to go to the new capital of Civ A to put another bank?
 
Interesting that the game setup checkbox for crises mentioned that crises occur in ages without victory. Maybe suggesting future proofing the tooltips for victories in earlier ages or a fourth age.
 
My biggest concern with these victory paths is that 3/4 of them can be expedited with Production alone. Of course, Production has always been the premier yield of the franchise, but typically each of the victory paths would try and place emphasis on something else.

To win in Civ 7 you can 1) build a thing, 2) build a thing, 3) build a thing, or 4) use Gold and Influence... to build *multiple* things!

This is all tongue-in-cheek, don't worry :p
 
WHAT ...

Only 3 map sizes ???? Or am i wrong.

If its true, than i am really dissapointed ... you bassicly made game so I can play on one map type (continents) and one map size (because, if it only 3, probably differences between them are small)
 
WHAT ...

Only 3 map sizes ???? Or am i wrong.

If its true, than i am really dissapointed ... you bassicly made game so I can play on one map type (continents) and one map size (because, if it only 3, probably differences between them are small)
Bigger map sizes are on their list (notice the largest is Standard)
probably once they have more civs available through DLC they can make bigger maps available.
(as well as keeping things balanced for more players)
 
This is a big list, but I hope at least a few of these to appear in Sid Meier's Civilizationn VII eventually. If I had to pick only five then I would choose Alexander's return, the Spartan king or general as a leader, the return of Byzantium with the Tagma/Kataphraktoi, the return of Macedon with the Hetairoi and Olives🫒. :lol: If none of my wishes come true, then it's okay, and I still love you Firaxians and believe in your capabilities. :thumbsup:

The return of Alexander the Great as a leader.

The return of Hannibal Barca as a leader

The return of Shaka Zulu as a leader

The return of Babylon as a civilization.

The return of Scythia as a civilization in the Antiquity Age with a horse archer unique military unit that includes female warriors too.

The return of Gaul as a civilization in the Antiquity Age with a sword infantry unique military unit.

The return of Macedon as a civilization in the Antiquity Age with two unique military units. The Hetairoi and the Phalangite. If one needs to be picked, then let it be the Hetairoi.

The return of Byzantium as a civilization in the Exploration Age with two military units. The Tagma and the Dromon. If one needs to be picked, then let it be the Tagma.

The return of the Aztecs in the Exploration Age, with Cuauhocelotl (a combination of Jaguar warriors and Eagle warriors) or Ocelotl (Jaguar Warriors) as the unique military unit.

The return of the Holy Roman Empire in the Exploration Age, with the Teutonic Kinght as the unique military unit.

The return of Viking Denmark or Viking Norway in the Exploration Age with two unique military units. The Dreki and the Berserkr/Ulfhedinn/Huscarl

Feudal Japan
to appear as a civilization in the Exploration Age with the Samurai unique military unit and either the Shinobi or the Daimyo as a unique civilian unit

Thrace to appear as a new civilization in the Antiquity Age, with the Peltast as the unique military unit.

The Sassanids to appear as a new civilization in the Exploration Age.

The Kievan Rus' to appear as a new civilization in the Exploration Age, with the Druzhina or Varyag as the unique military unit

A Spartan general or king as a new leader, be it Cleomenes I or Leonidas I or Brasidas or Agesilaus II.

The inclusion of one Byzantine militaristic leader, be it Belisarius or Heraclius or Basil II.

Tlacaelel I as a new leader.

Takeda Shingen or Miyamoto Musashi as a new leader.

Olives, Figs, Honey, Cinnamon, Vanilla, Tomato, Potato, Copper, Ruby, Amethyst, Mastic, Lobster, Linen, Papyrus to appear as resources, but my most wanted is Olives.

Since Hagia Sophia will likely be the associated wonder with the Byzantines, I would like to see it be represented for once more Christian and less Ottomanish. This means the wonder needs to have a cross on top of the dome, and it has to lack a few buttresses and the four minarets. Instead, the Column of Justinian can adorn the wonder just as beautifully at the side of it.

The return of all the Seven Wonders of the Ancient World.

More military units as Suzerain bonuses from City-States (Rhodian Slinger, Cretan Archer, Templar Knight etc.)

Modding tools to have more capabilities and to be easy to use for newcomer modders.
 
Last edited:
Concerning events, which they tease towards the end (of both the Dev Diary and the stream: one thing I definitely do NOT want is for there to be memento rewards for participating in these.. I would hate having to play these (even if I don't enjoy the current one or don't really have that much time), just to pick up a memento, which may or may not be useful to me down the line. Especially when they have - seemingly - made mementos so powerful..
 
Olives, Figs, Honey, Cinnamon, Vanilla, Tomato, Potato, Copper, Ruby, Amethyst, Mastic, Lobster, Linen, Papyrus to appear as resources, but my most wanted is Olives.
I'm going for the purpose of this idea to refer to Home Lands and Distant Lands as "Worlds".

But I'd be fun if one World's Resources was another's "Distant Lands" Treasure, and I DO hope that me constantly saying this sparks this idea in devs because this could allow to spawn in a different "world" and still allow for all players to play the same game just in different "groups".
 
Concerning events, which they tease towards the end (of both the Dev Diary and the stream: one thing I definitely do NOT want is for there to be memento rewards for participating in these.. I would hate having to play these (even if I don't enjoy the current one or don't really have that much time), just to pick up a memento, which may or may not be useful to me down the line. Especially when they have - seemingly - made mementos so powerful..
Definitely agree

Some Extra experience to go down the path for playing in the Event: sure
A Cosmetic reward for playing in the Event; sure
No Gameplay for Events
 
I am very excited about everything in Civ 7 so far ... except the victory conditions. All of them are just... build a thing (with the possible exception of the Economic victory). I was quite underwhelmed and disappointed.

I hope there are more interesting prerequisites. Like when you're building operation ivy, your unhappiness is extremely high UNLESS a lot of people are hostile towards you, then they feel it's justified. Or as soon as you start building it, there are huge negative diplo penalties that escalate each turn. I don't know, it really should be more dynamic and interesting. There needs to be some kind of escalating cost that happens as you build these things.
 
Whatwhatwhat? Banking/consumption is the modern religion? Have I gotten my heart's desire?
 
Last edited:
I agree 3/4 victories being *just* production is just underwhelming, so I was thinking on ways to spice them up… some humble suggestions:

For cultural victory

- make it an endeavor to send *invites* to the world fair to other civs. Each Endeavour coud grant you a +% to world Fair production +some bonus to the other civs. Of course, being a victory condition, any reasonable civ woud reject the endeavour, so let’s spice things up a bit:
- make it the endeavour has a very high rejection cost for allied civs (let’s say *9 value, and make it *3 value for friendly civs)
- make it the endeavour rejection cost escalates wit as many civs that have already confirmed assistance (so base endeavour rejection cost*2 when you get the first civ onboard along yourselv, endeavour cost *3 when you have two invites confirmed, and so on…)

There, you have a small diplomacy minigame to go along the world fair production, which makes sense, because as many nations represented, the more “world” fait it will be.


For military victory

Well, this one may be polemical but… you have to actually nuke someone to end Manhattan project and unlock Operation Ivy (in certain way, as reminded by recent Oppenheimer movie… if the destructive power of the Nuclear weapons is not shown to the world they won’t be deterrent or menace).

Then, you have two options: nuke outright and bring all the world united against you (echoes civ I and civ II atrocity modifier), and probably suffer as well a war weariness backlash - that could be reduced by your military path points. This could end in a multi-front defensive war while you are building operation Ivy.

On tje other hand -let’s say the way it was in our world- you can build up diplomatically the war support on a current war to the top, then nuke the enemy and take no penalty as “it had to be done”.

Medium levels of war support… make it a chance of each civ in the map going one way or another.

So, here you have two variants and additional things tho do in military victory that just hammer projects.


Scientific victory

Whit these changes I would leave science victory to be fully production oriented (maybe with somme production bonus “hidden” in specific masteries. In the end, project production has been the traditional way for science victory, and scientific development often leads to better buildings and cities with higher production.
 
I agree 3/4 victories being *just* production is just underwhelming, so I was thinking on ways to spice them up… some humble suggestions:

For cultural victory

- make it an endeavor to send *invites* to the world fair to other civs. Each Endeavour coud grant you a +% to world Fair production +some bonus to the other civs. Of course, being a victory condition, any reasonable civ woud reject the endeavour, so let’s spice things up a bit:
- make it the endeavour has a very high rejection cost for allied civs (let’s say *9 value, and make it *3 value for friendly civs)
- make it the endeavour rejection cost escalates wit as many civs that have already confirmed assistance (so base endeavour rejection cost*2 when you get the first civ onboard along yourselv, endeavour cost *3 when you have two invites confirmed, and so on…)

There, you have a small diplomacy minigame to go along the world fair production, which makes sense, because as many nations represented, the more “world” fait it will be.


For military victory

Well, this one may be polemical but… you have to actually nuke someone to end Manhattan project and unlock Operation Ivy (in certain way, as reminded by recent Oppenheimer movie… if the destructive power of the Nuclear weapons is not shown to the world they won’t be deterrent or menace).

Then, you have two options: nuke outright and bring all the world united against you (echoes civ I and civ II atrocity modifier), and probably suffer as well a war weariness backlash - that could be reduced by your military path points. This could end in a multi-front defensive war while you are building operation Ivy.

On tje other hand -let’s say the way it was in our world- you can build up diplomatically the war support on a current war to the top, then nuke the enemy and take no penalty as “it had to be done”.

Medium levels of war support… make it a chance of each civ in the map going one way or another.

So, here you have two variants and additional things tho do in military victory that just hammer projects.


Scientific victory

Whit these changes I would leave science victory to be fully production oriented (maybe with somme production bonus “hidden” in specific masteries. In the end, project production has been the traditional way for science victory, and scientific development often leads to better buildings and cities with higher production.
Good ideas.... especially the Military one... since it means the best idea is once you capture that final city... it would be a good idea to stay in war so you can demonstrate it. (and also you will need some science)
(and also you need some technology)
 
I agree 3/4 victories being *just* production is just underwhelming, so I was thinking on ways to spice them up… some humble suggestions:

For cultural victory

- make it an endeavor to send *invites* to the world fair to other civs. Each Endeavour coud grant you a +% to world Fair production +some bonus to the other civs. Of course, being a victory condition, any reasonable civ woud reject the endeavour, so let’s spice things up a bit:
- make it the endeavour has a very high rejection cost for allied civs (let’s say *9 value, and make it *3 value for friendly civs)
- make it the endeavour rejection cost escalates wit as many civs that have already confirmed assistance (so base endeavour rejection cost*2 when you get the first civ onboard along yourselv, endeavour cost *3 when you have two invites confirmed, and so on…)

There, you have a small diplomacy minigame to go along the world fair production, which makes sense, because as many nations represented, the more “world” fait it will be.


For military victory

Well, this one may be polemical but… you have to actually nuke someone to end Manhattan project and unlock Operation Ivy (in certain way, as reminded by recent Oppenheimer movie… if the destructive power of the Nuclear weapons is not shown to the world they won’t be deterrent or menace).

Then, you have two options: nuke outright and bring all the world united against you (echoes civ I and civ II atrocity modifier), and probably suffer as well a war weariness backlash - that could be reduced by your military path points. This could end in a multi-front defensive war while you are building operation Ivy.

On tje other hand -let’s say the way it was in our world- you can build up diplomatically the war support on a current war to the top, then nuke the enemy and take no penalty as “it had to be done”.

Medium levels of war support… make it a chance of each civ in the map going one way or another.

So, here you have two variants and additional things tho do in military victory that just hammer projects.


Scientific victory

Whit these changes I would leave science victory to be fully production oriented (maybe with somme production bonus “hidden” in specific masteries. In the end, project production has been the traditional way for science victory, and scientific development often leads to better buildings and cities with higher production.
Fantastic ideas.

For science, I feel like you have to achieve X number "breakthroughs," before being able to progress through certain stages. You can then raise the breakthrough % per turn maybe with masteries as you say, or # of universities/whatever, and maybe even some tech stealing will be required so you have a nice espionage component. And by default, the breakthrough % increases very slowly per turn but you can increase that % with some of these actions.
 
Sorry if this has been answered and I didn't see it, but is it possible to disable certain victories like you could in Civ 6?
 
Sorry if this has been answered and I didn't see it, but is it possible to disable certain victories like you could in Civ 6?
It does not appear so
 
Back
Top Bottom