Features we don't know about yet in civ7

We also don't know whether other features from the past will re-appear at all, or maybe only in later eras. Stuff like loyalty or governors. I could see them potentially be a feature in the age of expansion, definitely I could see the middle era crisis be like "your overseas colony is becoming more independent - can you keep them loyal to you?"
 
Some journalist said religion will have a big part in age 2 and would be part of the culture legacy path
(1:45)

We also know missionaries are a thing as there are unique missionaries

Historically, there were religions in Antiquity. So I am hoping we get pantheons or "pre-religions" in the Antiquity Age. But then your full fledged organized religion mechanics can be in the Exploration Age to represent the big religious expansions during that period.
 
Espionage

We know nothing. :shifty:
This is a feature I'm pretty skeptical of. I did not care for the Civ 6 implementation ... at all ... and I suspect it is going to continue in the vein of an abstracted layer again, which I don't like. Fortunately it tends to be a pretty "minor" system, so it's not a deal breaker for me.
 
Trade Routes
I think we saw trader units. Will trade routes work like in civ6? Also, with navigable rivers now, it will be cool to see trade routes that follow rivers.
One interesting tidbit I read is that the trade system will be different based on which Age you are in. Let me see if I can track that quote down...

EDIT: Here it is:
As a new sort of player I'm very happy to hear that. But for returning players, do you think it's still challenging enough that they'll find this new system interesting?

Beach:
Well, yeah. The experience is still just as long overall. So we actually do sort of a deeper, more immersive dive into the history of each historical age than before. And some of the gameplay mechanics, we can make deeper changes to them so that they unfold differently maybe in our antiquity age than in our exploration age, like our trade systems are different in all three ages.
 
One interesting tidbit I read is that the trade system will be different based on which Age you are in. Let me see if I can track that quote down...

EDIT: Here it is:

Thanks. That sounds amazing. So maybe trade in the Antiquity Age will be more basic where you just send a trader unit to buy a resource. Maybe in the Modern Age we get more automatic trade routes like in civ6 that span the map and are exchanging resources, culture, science etc...to represent global trade?

I know people have complained about civ7 only having 3 eras but it sounds like each era will be much more meaningful that in previous civs. It sounds like each era will really play differently and be like its own civ game. I can't wait to learn more about that.
 
Historically, there were religions in Antiquity. So I am hoping we get pantheons or "pre-religions" in the Antiquity Age. But then your full fledged organized religion mechanics can be in the Exploration Age to represent the big religious expansions during that period.
Yeah there are pantheon in age 1, but I don't think we know what they do, it's probably quite minimalist
Maury ability is to unlock an additional pantheon upon discovering mysticism
 
Things that I think should be in age 3
Corporations
Ideologies (similar from BMW)

I could definitely see corporations being like the 3rd age version of trade. The first age is as we saw, you send a merchant to a town, they get some gold, you get a copy of the resources. I'm not sure what the 2nd tier of trade might be - maybe that ends up being more about making friends and allies, and trading more on an empire-wide scale. And then I could definitely imagine the modern era trading being about setting up corporations and really tying in to the economic victory.
 
I could definitely see corporations being like the 3rd age version of trade. The first age is as we saw, you send a merchant to a town, they get some gold, you get a copy of the resources. I'm not sure what the 2nd tier of trade might be - maybe that ends up being more about making friends and allies, and trading more on an empire-wide scale. And then I could definitely imagine the modern era trading being about setting up corporations and really tying in to the economic victory.
I don't think it necessarily need to be different as well, as corporation could be a distinct mechanics from trade routes

We know age 2 will focus on religion and exploration (so probably getting access to new distant resources)
 
Something that’s crossed my mind as I’m thinking of all the changes… if all districts are generic urban districts, is the adjacency-optimization component of city building gone? That was one of my favorite parts of 6. Or have adjacencies been reworked into buildings?
 
Something that’s crossed my mind as I’m thinking of all the changes… if all districts are generic urban districts, is the adjacency-optimization component of city building gone? That was one of my favorite parts of 6. Or have adjacencies been reworked into buildings?

Yeah, I am guessing adjacencies have been reworked into buildings. Also, I think wonders provide adjacency bonuses too. So placing an urban district with a certain building in it next to a certain wonder, might provide the building with a certain adjacency bonus. I am thinking natural wonders might also provide adjacency bonuses. Maybe rural districts, formerly known as tile improvements, also provide adjacency bonuses too.
 
From some of the youtuber descriptions, the adjacencies will be in the buildings (so like a library probably gets a boost depending on what is around it). And there's also some aspect of theming between the 2 buildings in a district. So presumably if you put like a watermill and workshop in the same district, that turns the district into an "industrial" district and you get an extra bonus due to that.
 
And there's also some aspect of theming between the 2 buildings in a district. So presumably if you put like a watermill and workshop in the same district, that turns the district into an "industrial" district and you get an extra bonus due to that.

Yes there will be theming too. It was mentioned that if you place the two unique civ buildings in the same district, it becomes a special district. It sounds like in civ7, we are essentially creating our own special districts based on what buildings we put it in.
 
Has there been anything revealed about Housing and Fresh Water requirements for cities? I really disliked this mechanic in Civ 6 because it really limited viable settling spots.
 
Has there been anything revealed about Housing and Fresh Water requirements for cities? I really disliked this mechanic in Civ 6 because it really limited viable settling spots.
Only references to Happiness as the main mechanic on that front
 
Has there been anything revealed about Housing and Fresh Water requirements for cities? I really disliked this mechanic in Civ 6 because it really limited viable settling spots.
I haven't seen anything - we've seen there are limits on Specialist citizens, but not much else afaik.
 
If I see a clone of Civ6 loyalty I will cry 😔
However, I hope there is something that prevents civs from scattering towns/cities all over the place without responsibility. This was a mess before the loyalty mechanic.
 
Trade Routes/Systems being different in each Age makes perfect sense when you think about it, as does Boat and Land based trade routes being different.

Since we now have navigable/major rivers, it is possible to have boat-based trade between more cities than ever, and those routes should be materially different - for one thing, they were the only way to carry Bulk Goods until railroads.

The change in transportation that ushered in Exploration should naturally also change Trade Routes - among other things, open-ocean sailing makes more routes profitable than before, since it should cut down on transit time. I suspect possible length of routes also changes dramatically and possibly even the types of resources/goods whose benefits can be transmitted. After all, in addition to world-wide exploration, the period 1600 - 1800 also saw bulk cotton and wool transported to Factories and proto-factories to be turned into major profits.

Modern Age seems to correspond with Industrial and steam power. That means railroads and powered ships, which should extend all trade routes virtually infinitely in game and also brings in some major changes in how goods are handled: Containerization, Bulk Carriers, 'unit trains' of 100 freight cars all carrying the same product (coal, iron, grain, etc)

This is very exciting, because I can see the same principle being extended to other systems in the game: Religion, Politics, Diplomacy, and Espionage could/should all change the way they work dramatically between Ages.
 
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