PC Gamer Summary of changes in civ7

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PC Gamer has a nice summary of changes in civ7:

Big structural changes:
  • Leaders no longer have to match their civilizations; you can pair any leader with any civ at the start of a game
  • Games are now divided into three longer ages: Antiquity, Exploration, and Modern
  • The Antiquity and Exploration ages climax with Crisis events, which require players to adopt more and more Crisis Policies—negative effects that we'll have to deal with
  • You pick a new civilization when you enter a new age. Which civ you can choose depends on your current civ, and your actions during the previous age. This also means that each age has its own selection of civs.
  • Leaders aren't necessarily historical heads of state; Benjamin Franklin is a leader, for example
  • The standard victory conditions return (culture, science, etc), and now you'll also be encouraged to pursue an achievement in one of these "legacy paths" during the first two ages—for instance, by building lots of World Wonders in the Antiquity age to establish early cultural dominance.
New feature: towns
  • Settlers now found towns instead of cities
  • Towns have no production queue: they convert Production directly into Gold
  • You can use Gold to purchase units and buildings in towns
  • Towns can be turned into cities by spending Gold; the cost increases with the number of cities you already control
  • Towns can adopt permanent specializations with bonuses: farming town, mining town, military fort, trade outpost
Changes to cities:
  • Cities no longer expand onto new tiles automatically. When a city grows, you're prompted to select an adjacent tile for it to annex. (You can still purchase tiles, too.)
  • Workers are gone. Improvements like Farms and Mines are added to new tiles automatically.
  • City tiles are now classed as "rural" or "urban." Rural tiles contain improvements (Farms, Mines, etc), and become urban districts if you add buildings to them. There are no longer predefined district types; you can place any combination of two buildings (as far as I observed) in an urban district.
  • Some buildings are now classed as "Warehouse" buildings and work differently than in previous games: Granaries, for example, now provide +1 Food per farm improvement (In Civ 6, they provided a flat +1 Food/+2 Housing)
  • Walls can now be built in each urban district; to capture a city, an invader must breach all of its fortified districts
  • Resources can now be assigned to cities and towns, providing bonuses to them (I didn't play around with this too much, but I like that it makes resources more than just trade items; it seems like a significant feature that I just didn't get to see the full implications of)
  • When you enter a new age, old buildings lose their special effects and adjacency bonuses, encouraging you to replace them with new buildings
Changes to units:
  • When told to fortify, military units actually build a little fortification (I didn't write down exactly how this works, I was just so excited to seem them build their little fort)
  • Scouts can now construct temporary watchtowers to see further
  • Units can embark over shallow water by default (I tested this with some early units, not sure if it applies to all units)
  • Units no longer gain XP and receive promotions, except for new Commander units
New unit type: commanders
  • Commanders are special military units and are now the only units that gain XP and can be promoted
  • Commanders provided passive bonuses to nearby units, which is one of their attributes that can be upgraded with promotions
  • Units can also be stacked "inside" Commanders and moved as a group, and then unpacked at their destination
  • Commanders can issue orders to all nearby units, such as to focus fire on a single enemy—with an attack bonus for using the special command
New feature: Influence
  • Influence is a new yield that is spent on all kinds of diplomatic actions
  • Influence can be used for positive actions, such as gaining the loyalty of city-states and making agreements with other civs, such a military pact which provides a bonus to the attack power of both civs' units
  • Influence can also be used for negative actions, such as sanctioning a civilization, or attempting to infiltrate its military
  • In some cases, you can spend Influence to avoid negative effects, for example to stop another leader's relationship with you from worsening
Miscellaneous features:
  • Navigable rivers! Navigable rivers! Navigable rivers!
  • There are new narrative events of the kind popularized by other recent strategy games. Example: An artist painted a portrait of me that I found unsettling, and my options were to hang it up (+25 culture), destroy it (+50 gold), or pay to have it redone (+2 culture on the palace, -25 gold).
  • Barbarians have been replaced with Independant Powers, which may or may not be hostile, and whose camps can turn into City-States
  • Religion and natural disasters are back, as well as other features from Civ 5, Civ 6, and their expansions (I don't have a comprehensive list, and I expect there'll be tweaks to these systems, but I didn't have time to dig into them)
  • A fact sheet about the game promises "progression bonuses for your leaders across multiple gameplay sessions"
MP and launch info:
  • Civ 7 is releasing on a ton of platforms at launch: Windows (Steam and Epic), Linux (Steam), Mac (Steam), Switch, PS4, PS5, Xbox One, Xbox Series X/S
  • There will be online multiplayer with PC/console crossplay. The 2K Launcher is being ditched, though you'll need a 2K Account for online multiplayer
  • Multiplayer matches can span all three ages, or just one age "so you can enjoy an entire game in a single session"
  • On Xbox, PlayStation, and PC, five players are supported in the Antiquity and Exploration ages, and eight players are supported in the Modern age (I'm not sure why this is!)
  • The Switch version supports fewer players, four in Antiquity and Exploration, and six in Modern
 
That “narrative events” point is interesting. Not sure I’ve seen that mentioned anywhere else. I wonder how many of those there are.
 
That “narrative events” point is interesting. Not sure I’ve seen that mentioned anywhere else. I wonder how many of those there are.
Here's some examples:
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Wonder if the writer of the article got those effects (+25 culture, +50 gold, etc.) by hovering over the options or found out just by playing the game and testing them.
I'm sure it was made clear on hover or some other way. I've never seen a strategy game with a random event system that doesn't tell you the outcomes. That'd be frustrating.
 
I'm sure it was made clear on hover or some other way. I've never seen a strategy game with a random event system that doesn't tell you the outcomes. That'd be frustrating.
Galactic Civilization 4 has some… usually on an event linked to another civ and with an important ethical consideration. it’s…interesting not to have foreknowledge of the reaction to your choice 😁
 
Persistent across games is the part that I found interesting. I’m a sucker for leveling things up so this will only increase my civ 7 playtime
What do you mean "persistent across games"? Like you play one leader now and 6 months later when you start another game with that leader they keep some/all of their progression? That would be incredibly awkward in a strategy game, especially one that can be played competitively (multi-player, game of the month...). I highly doubt that's going to be the case. I haven't found any mention of something like that in the FAQ but if really Firaxis mentioned that somewhere it's probably because they already mentioned that the 3 eras are like 3 different "games" that form a "campaign", so that persistent XP would be for the duration of the "campaign" (which most playes will still call "game").
 
What do you mean "persistent across games"? Like you play one leader now and 6 months later when you start another game with that leader they keep some/all of their progression? That would be incredibly awkward in a strategy game, especially one that can be played competitively (multi-player, game of the month...). I highly doubt that's going to be the case. I haven't found any mention of something like that in the FAQ but if really Firaxis mentioned that somewhere it's probably because they already mentioned that the 3 eras are like 3 different "games" that form a "campaign", so that persistent XP would be for the duration of the "campaign" (which most playes will still call "game").
The wording is given above and it seems worded precisely to clarify that it is not simply what you describe above. It’s possible it’s cosmetic only I think that is how many games do it.
 
  • A fact sheet about the game promises "progression bonuses for your leaders across multiple gameplay sessions"

That is very interesting that leaders have some kind of persistent xp. I had seen this in the faq and it must be referring to this mechanic


I've complained enough about how much I hate narrative events, so I won't dive into that again here...

This bit about progression bonuses across multiple game play settings is... interesting...I don't know that I hate some sort of "legacy mode" for civ or the like. Otoh, this is exactly the sort of thing they could introduce "CivBucks" or the like for ('permanent' increases to your Leader stats that you can earn through gameplay - or paying for!).
 
This bit about progression bonuses across multiple game play settings is... interesting...I don't know that I hate some sort of "legacy mode" for civ or the like. Otoh, this is exactly the sort of thing they could introduce "CivBucks" or the like for ('permanent' increases to your Leader stats that you can earn through gameplay - or paying for!).

I wonder if maybe we are misinterpreting the wording. We know that you get attribute points that can be applied to level up your leader into the next age. And we know that each age can be played as a standalone game session. So someone might play the Antiquity Age, get bonuses to their leader, quit the game, and them pick up the game again, continue into the Exploration Age and get to continue with that same leveled up leader. So perhaps the text is simply referring to leveling up your leader from age to age which can be played in multiple game sessions, not to actually keeping the leader with the bonuses in a completely new game. For example starting a new game in the Antiquity Age with the same leveled up modern age leader that I got from a completely different game. Maybe that is the case but I find that unlikely. It would seem very odd to be able to start a game in the Antiquity Age with a leader that already has say 10 traits. That would be OP.
 
I wonder if maybe we are misinterpreting the wording. We know that you get attribute points that can be applied to level up your leader into the next age. And we know that each age can be played as a standalone game session. So someone might play the Antiquity Age, get bonuses to their leader, quit the game, and them pick up the game again, continue into the Exploration Age and get to continue with that same leveled up leader. So perhaps the text is simply referring to leveling up your leader from age to age which can be played in multiple game sessions, not to actually keeping the leader with the bonuses in a completely new game. For example starting a new game in the Antiquity Age with the same leveled up modern age leader that I got from a completely different game. Maybe that is the case but I find that unlikely. It would seem very odd to be able to start a game in the Antiquity Age with a leader that already has say 10 traits. That would be OP.

You might be on to something, the actual wording in the FAQ:

Does Sid Meier's Civilization VII support cross-progression?

Yes! Players who link their 2K Account to the platform used to play Sid Meier's Civilization VII will share game progression to any platform linked with the same account.

The FAQ doesn't actually say anything like "Does VII support sharing saved games across platform". Maybe this is their way of saying that in an odd way, or maybe it's specifically calibrated to say "You can't start the ancient age on your PC and finish it on the Switch, but you can play the ancient age on your PC and then start an exploration age game on the Switch carrying over the Leader and legacy bonuses"...
 
I wonder if maybe we are misinterpreting the wording. We know that you get attribute points that can be applied to level up your leader into the next age. And we know that each age can be played as a standalone game session. So someone might play the Antiquity Age, get bonuses to their leader, quit the game, and them pick up the game again, continue into the Exploration Age and get to continue with that same leveled up leader. So perhaps the text is simply referring to leveling up your leader from age to age which can be played in multiple game sessions, not to actually keeping the leader with the bonuses in a completely new game. For example starting a new game in the Antiquity Age with the same leveled up modern age leader that I got from a completely different game. Maybe that is the case but I find that unlikely. It would seem very odd to be able to start a game in the Antiquity Age with a leader that already has say 10 traits. That would be OP.
With the way it is worded though: "Move your army as one under the leadership of a commander, unlock progression bonuses for your leaders across multiple gameplay sessions, traverse navigable rivers, and much, much more! *Online play and features (including progression bonuses) require an Internet connection and 2K Account (minimum age varies). "

The progression bonuses does sounds like something you get by playing the same leader many times for future times you use the leader. Albeit even if so, probably you at least has an option to disable them when playing multiplayer, or limit the amount each person can use so each player has the same amount of bonuses to use.
 
With the way it is worded though: "Move your army as one under the leadership of a commander, unlock progression bonuses for your leaders across multiple gameplay sessions, traverse navigable rivers, and much, much more! *Online play and features (including progression bonuses) require an Internet connection and 2K Account (minimum age varies). "

The progression bonuses does sounds like something you get by playing the same leader many times for future times you use the leader. Albeit even if so, probably you at least has an option to disable them when playing multiplayer, or limit the amount each person can use so each player has the same amount of bonuses to use.
Yeah, but I kind of wonder what sort of "bonuses" they could do like that in a game that can be played multiplayer. That sort of thing is usually relegated to some sort of cosmetic or quality-of-life feature.
 
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