Greetings from Gamescom, and more Civ 7 info to come!

FXS_Sar

Firaxian
Joined
Jul 22, 2024
Messages
73
First things first: a huge THANK YOU from our whole team to everyone who tuned in to the Civ 7 showcase yesterday. I know we've just dropped a lot of information on you all, and this naturally comes with a whole lot of questions.

We're gearing up to answer them and dive into detail on Ages, art direction, leaders and Civs, and more. Next week on Aug 31, we'll be hosting a dev panel at PAX West (and online at Twitch.tv/PAX) at 11:00 AM PT / 6:00 PM GMT / 8:00 PM CEST. We also have a number of livestreams planned, including one coming soon in September. I've been taking note of the frequent topics here, but also please feel free to leave any questions here in the comments! We'll do our best to cover as many as we can, and I'll be noting your questions for future Q&As, too.

For some more detail right now on gameplay and Civilizations, check out the game guide on Civ website (we'll be updating this frequently with more info).

Thanks all, and stay tuned for more!
 
Awesome, thanks much!
 
Thank you for making the time more in line when I'm at "work" :D
Seconded. It was killing me waiting several hours to get off work to watch the gameplay video. :D
 
Hi Sar - I hope one question you all will address at some point in a livestream/FAQ/post is in regards to how the modding structure is set up. Is it like Civ 6 with XML/SQL/Lua modding capabilities? Has an effort been made to expose more game systems to modding capabilities? Does Firaxis hope to see an even more robust modding community around Civ 7 than was present in Civ 6?

I know it's early days yet, but for many of us Civ is a modding sandbox as much as a game sandbox, so getting any sense of what those toolsets will look like would be super awesome. :egypt:
 
Your game, Civilization 7, is looking impressive. I was pleasantly surprised by the attention to detail, such as not starting with a military unit and the reduction in the number of cities with production queues. This seems to streamline the game, reducing overall micromanagement.

However, I'm curious about the "4000 BC" text displayed in the top right corner. It feels a bit odd that the year changes by 25 years per turn while our scouts cover only a small distance across the map during that same time. Could you clarify the purpose behind this?
 
Your game, Civilization 7, is looking impressive. I was pleasantly surprised by the attention to detail, such as not starting with a military unit and the reduction in the number of cities with production queues. This seems to streamline the game, reducing overall micromanagement.

However, I'm curious about the "4000 BC" text displayed in the top right corner. It feels a bit odd that the year changes by 25 years per turn while our scouts cover only a small distance across the map during that same time. Could you clarify the purpose behind this?
Time in Civ has always been weird. I'd say it's an improvement over previous Civ iterations where early turns often covered a century or more.
 
I like how you can park a warrior on the North Pole for more than a thousand years, and then expect them to listen to you when you tell them to do something. :D
TBF that Warrior will probably be killed by Barbarians at some point. :D

It's basically the reason I've argued for getting rid of the year date and just show how many turns in the player is
I kind of enjoy that it's nonsensical. I kind of hoped that Civ7 would take the unique Maya calendar from Civ5 and give all (most?) civs local calendars, but that seems unlikely now.
 
Your game, Civilization 7, is looking impressive. I was pleasantly surprised by the attention to detail, such as not starting with a military unit and the reduction in the number of cities with production queues. This seems to streamline the game, reducing overall micromanagement.

However, I'm curious about the "4000 BC" text displayed in the top right corner. It feels a bit odd that the year changes by 25 years per turn while our scouts cover only a small distance across the map during that same time. Could you clarify the purpose behind this?
Civ is an abstract representation of history. Just tell yourself that it takes 25 years for your scouts to scour every nook and cranny of a tile and return home and scour it again and again for 25 years before they expand even further out.
 
How deterministic are the Civ to Civ transitions when a new era starts? Can you plan around certain choices being available or will it be too random?
 
How deterministic are the Civ to Civ transitions when a new era starts? Can you plan around certain choices being available or will it be too random?
It depends. As they showed, Hetshepsut had the option to swap to Songhai because she was playing Egypt in Antiquity. Mongols could be used if she had 3 horse tiles. But other ones were locked, presumably with their own prerequisites. Playing the leader of a late-game civ will guarantee you that one when you reach that era.
 
I'm looking forward to hearing about innovation in the implementation of game difficulty. I'm really hoping to hear it isn't just "give the AI ever bigger head starts and let them cheat more" again.
I want to hear the AI plays on an even playing field at deity and has to be dumbed down to let humans win below that!

My favorite parts of Humankind are the multi-level terrain, expanded/focused battle space, and multiple battle rounds per "turn".
Any chance Civ VII will tale inspiration from these ideas too?

Do all Civs transition from one Age to the next at the same time, or are they staggered as they complete Techs/Civics/something else? Found that in the Ages FAQ on civilization.com. (Simultaneous)
 
Last edited:
My most important questions are:

- How does the civilizaiton switching system work? Will there be a way to keep your original civ and will we there at least be an option to start with any civ so that if I want to play the US I will not have to skip two thirds of the game?
- How will the crisis system work? Will our Civs have to be defeated? Does it make sense to fend it off or just submit so I can play on with a different civ? What will happen to city names after the original civ has fallen or evolved?
 
First things first: a huge THANK YOU from our whole team to everyone who tuned in to the Civ 7 showcase yesterday. I know we've just dropped a lot of information on you all, and this naturally comes with a whole lot of questions.

We're gearing up to answer them and dive into detail on Ages, art direction, leaders and Civs, and more. Next week on Aug 31, we'll be hosting a dev panel at PAX West (and online at Twitch.tv/PAX) at 11:00 AM PT / 6:00 PM GMT / 8:00 PM CEST. We also have a number of livestreams planned, including one coming soon in September. I've been taking note of the frequent topics here, but also please feel free to leave any questions here in the comments! We'll do our best to cover as many as we can, and I'll be noting your questions for future Q&As, too.

For some more detail right now on gameplay and Civilizations, check out the game guide on Civ website (we'll be updating this frequently with more info).

Thanks all, and stay tuned for more!
Thank you for your engagement with the community. Long time fan of Civ and have been playing since 1991.

I would like to know if there will be a Classic Mode where there will be no Civ switching for the player and the AI. If there is, I would be much more likely to pre-order this.

Thank you.
 
about the tech tree , does everyone get all techs from the previous age once the age is transitioned? if not can we still research those techs in the new age or do we get a new tree?
 
Small question. What happens to city names after an era ends and a new civ is adopted? Would a capital’s name change to the new civ’s capital? Would it stay the same? If a Rome founds Londinium would it change to London if we happen to end up as England in a later age?
 
Top Bottom