New victory types in Civ7

The_J

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I just stumbled upon this screenshot from the selection of @Giskler .
So... we are getting a revamp of victories?
Multiple random victories per era?
Or... what do you think?
 
These are the "victory" conditions to end the first age. You get bonuses for the next depending on how far you've reached these goals (e.g., the great library gives a science boost or some free techs for the next age). And every time a part of these goals is reached (so called milestones) the age progresses and the end crisis comes nearer.

I find the numbers interesting: 12 cities in the "early" game is a lot. But conquered cities counting double should make this much easier. 7 wonders may be a lot - depending on how many wonders there are at release for the first age. But it seems that you can conquer them. No idea about how hard it is to get 10 codices (but I also assume that conquest helps with it). And resources? Also seems to be something that gets easier if you take over some cities. So, I see some snowball potential for aggressive players here.

We don't know the victory conditions for the later eras afaik. What's interesting to me is that there is an economic condition now (finally!). I wonder whether the second age has a religious condition as well.

We also don't know whether reaching these goals has an impact on the final victory as well, or if it just affects the next age. With (presumably) some civs joining into the game only in the later eras, I assume what you reach here doesn't count towards the final victory.
 
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They feed into victory conditions though.

I just hope the goals are different per age rather than the same, that's going to get super repeitive.
They won't be the same for each age, although we haven't seen the others.

You can see the benefits in the video that the streamers were allowed to share. For each category, you can get up to 3 legacy points, depending on how much you achieve. The points are not all of the same category, e.g., cultural condition (wonders) can also give you a diplomatic legacy point, while military (cities) can give you an expansionist point. It also unlocks up to two options on which you can spend these points.

If you complete a condition you get
cultural: amphitheaters keep their yields and bonuses
science: academies keep their yields and bonuses
military: one free unit per settlement
economic: all cities remain cities (!)
 
If you play single age I presume these are the victory conditions. Reminds me of Northgard a little.
 
That's the part vexes me. Does that mean cities downgrade to towns on age advance? We shall see...
We don't know what happens exactly, but the phrasing implies that otherwise at least some cities don't. Maybe the capital stays a city anyway? I assume that some cities stay cities and that is why the militaristic bonus says that you get a unit per settlement, and not per town or per city.

Do we have any info what towns are?

A streamer said that you are expected to build over buildings from the previous age. Maybe towns are just city centers without the districts/buildings?
 
Do we have any info what towns are?

A streamer said that you are expected to build over buildings from the previous age. Maybe towns are just city centers without the districts/buildings?
I think all settlements other than the capital start out as towns, if I'm correct.
 
Do we have any info what towns are?
Yup! Some content creators that Firaxis let play a demo have gone into it.

Basically, Settlements refer to Cities AND Towns, anything that has a name and a population and works surrounding tiles within its control.

Cities (like your Capitol, for instance) operate more or less like the cities that you're used to in recent civ games (though instead of placing population on tiles, population bumps allow you to improve more of your tiles, which also culture bombs the tiles around it, and this is how your borders grow, and your city works ALL of its tile yields at all times.) Cities get a build queue, like the cities you're used to.

Towns are what settlers found when you send one out there. A Town will automatically build a road to the nearest city if within range (like Rome in Civ6) and has no build queue. Its population grows fast, however, and it sends food and gold back to your Cities, helping them grow and buy things faster. Once a Town reaches 7 pop, you'll have the option to specialize it in one of a number of ways (farming town, mining town, fishing town, etc.) You can also spend a large amount of gold to transform a town into a city, the price of which drops the higher a town's population is, but the price of which rises the more cities you have.

Basically, you'll want both cities and towns. Cities build things for you (including your urban bonus buildings) but towns feed your empire (and also help you get specific resources and such.)

Hope that helps!
 
Yup! Some content creators that Firaxis let play a demo have gone into it.

Basically, Settlements refer to Cities AND Towns, anything that has a name and a population and works surrounding tiles within its control.

Cities (like your Capitol, for instance) operate more or less like the cities that you're used to in recent civ games (though instead of placing population on tiles, population bumps allow you to improve more of your tiles, which also culture bombs the tiles around it, and this is how your borders grow, and your city works ALL of its tile yields at all times.) Cities get a build queue, like the cities you're used to.

Towns are what settlers found when you send one out there. A Town will automatically build a road to the nearest city if within range (like Rome in Civ6) and has no build queue. Its population grows fast, however, and it sends food and gold back to your Cities, helping them grow and buy things faster. Once a Town reaches 7 pop, you'll have the option to specialize it in one of a number of ways (farming town, mining town, fishing town, etc.) You can also spend a large amount of gold to transform a town into a city, the price of which drops the higher a town's population is, but the price of which rises the more cities you have.

Basically, you'll want both cities and towns. Cities build things for you (including your urban bonus buildings) but towns feed your empire (and also help you get specific resources and such.)

Hope that helps!
Any chance you could make a separate thread for this ;)?
 
Eep, sorry to get off topic!

As for the Antiquity Age "Victory" paths, by my understanding, the "milestones" mentioned on that screen are each just one of several tasks/quests that each victory path assigns you through the age. Also, content creators mentioned choosing a path at the beginning, as if there are specific consequences for failure or success at the path you officially choose, but I didn't get much more than that from watching those.
 
Eep, sorry to get off topic!
Oh, not about that, but rather that we need an overview for this, as a separate thread. Please make an overview for this :).
 
every player can get a religion ... is that because of the lower player numbers?
 
Legacy paths:

Religion based. Every civ can get a religion. Holy city protected from getting converted.
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every player can get a religion ... is that because of the lower player numbers?
So that every civ can win the associated legacy path I guess.
 
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