Features we don't know about yet in civ7

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We've gotten a glimpse of some key features in civ7 but there is a lot we don't know yet. So what features in civ7 do we not know about yet?

Religion
I think I saw a youtube video that mentioned pantheons. So I think we can assume religion will be in the game. But I don't think we know anything about how pantheons or religions will work in civ7. Also, since civ7 seems to be focused on reducing micromanagement, I am really hoping civ7 gets rid of religious units that have to be manually moved around the map. Maybe civ7 will implement religious units like the reinforcement mechanic where you can select a target and the religious unit automatically moves there "off map"?

Great people
We do know that there will be specialists in cities. I wonder if specialists will generate Great People? Other than that, we don't know what Great People will do in the game.

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.

Air Power
We know air units are in the game but I don't think we know how they will work.

Nuclear weapons
How will they work in the game? How powerful will they be?

World Congress
Will civ7 have a world congress or UN type mechanic? Civ6's world congress was not popular as far as I know. I thought the voting in the world congress was convoluted. I also thought that it did not make much sense that the World Congress would pop up in the Middle Ages even when not all civs had met each other. I am hoping civ7 has a UN in the Modern Age that works better than the World Congress. And hopefully, the UN allows civs to pass meaningful resolutions that affect the game.

What other features am I maybe forgetting?
 
Warfare?

Is the Ai actually capable of pursuing a conquest victory? Or Ai only can work on city and diplomacy and never ever even
build a garrison? Let alone Ai air power...
 
There is some information on traders. Basically there are no trade routes. You send a trader to his destination and he allows you to "copy" an opponents resources, and that opponent gets GPT for as long as you copy that resource (basically producing a trade route so to speak)

EDIT: the resources are way more varied and mix between what would've been bonus, strategic and luxury. You drag and drop to apply them to cities / towns for effects.
 
There is some information on traders. Basically there are no trade routes. You send a trader to his destination and he allows you to "copy" an opponents resources, and that opponent gets GPT for as long as you copy that resource (basically producing a trade route so to speak)
THere is a way to pillage trade routes, though. As the Aksumite trader UU has invulnerability to pillaging.
 
Espionage

We know nothing. :shifty:
 
THere is a way to pillage trade routes, though. As the Aksumite trader UU has invulnerability to pillaging.
The unit is trade ship replacement, and we saw land trader unit in the showcase. So we're back to civ 5 where land and sea trade units are separate.


I want to know more about those Traditions. Civilization unique civics mentions Traditions, how does that work?
 
Crusaders

We know nothing.
 
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This is the only thing I found about espionage. It's quite early in the game and I assume that military infiltration is usable without a spy.
 
The unit is trade ship replacement, and we saw land trader unit in the showcase. So we're back to civ 5 where land and sea trade units are separate.
It’s been difficult for me to follow along with all the details from my cruise ship in the eastern Caribbean, but if roads are still created by traders (as in Civ 6), then at least having separate land and sea traders will allow us better control over the creation of roads between cities. No longer will we need to manually build roads with Military Engineers later in the game because the trader kept taking the sea route.
 
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.
I believe I heard in Quill’s breakdown that race routes are now how goods are moved between players. I’m not totally sure if that’s just luxuries, or if it includes strategic resources as well.
 
I believe I heard in Quill’s breakdown that race routes are now how goods are moved between players. I’m not totally sure if that’s just luxuries, or if it includes strategic resources as well.

I'm getting the impression the distinction between resource types is no longer a factor, each resource provides a specific bonus to the city it's sent to. So Iron might give you +10% production to Swordsman rather than being a prereq for building them, and, I don't know, Gems give +10% to how happy your Swordsman are when built in that city, because swordsman love bling.
 
I believe I heard in Quill’s breakdown that race routes are now how goods are moved between players. I’m not totally sure if that’s just luxuries, or if it includes strategic resources as well.

I'm getting the impression the distinction between resource types is no longer a factor, each resource provides a specific bonus to the city it's sent to. So Iron might give you +10% production to Swordsman rather than being a prereq for building them, and, I don't know, Gems give +10% to how happy your Swordsman are when built in that city, because swordsman love bling.

Correct. In civ7, there is no distinction between luxuries and strategic resources anymore. They are all just resources that provide a certain bonus. Iron is not a prerequisite for swordsmen anymore. You can build swordsmen now without iron but iron will speed up production and give your swordsmen a combat bonus. I really like this change. It is a change I have wanted for a long time. It makes sense. Everyone can build sworsdmen but maybe some civs build swords out of bronze or lesser quality iron so they are not as good. The civs with iron on the map will have better swordsmen because they have more iron or better quality iron. And this will solve the issue of some civs being stuck behind military because they were unlucky not to have any iron. So now all civs can build the same military units but having that iron will still give some civs a significant bonus. And yes, it sounds like trade routes will be how civs trade these resources. So if you want that bonus, you can send a trader to a nearby city with that resource and buy that resource for gold. Or vice versa, another civ might send a trader to you to get one of your resources and pay you gold for it. I like this. I feel like it represents the historical importance of trade routes.
 
What do you guys reckon about instant roads? Are we RIP for Roads? Or maybe instead of Builders and Military Engineers, normal infantry or Commanders can create roads, outposts or whatnot
 
That is neat! I do like that system more. A lot will depend on the trade UI though, because I can see that being kind of fiddly if you have to search around for the resource you want.
 
What do you guys reckon about instant roads? Are we RIP for Roads? Or maybe instead of Builders and Military Engineers, normal infantry or Commanders can create roads, outposts or whatnot
If they link town if think it's fine them, because if you want a road to a strategic location you can make a town specialised into defense/military if that's a thing
 
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