Attention turn-based sigma g*mers, Civ VII news dropped.

https://youtube.com/watch?v=Tc3_EO6Bj2M&t=5319

How the frick does an official channel for this have nearly 90 minutes of "stream starting soon" before an official video? WHAT THE FRICK

Also someone tell me what's in it


https://i.rdrama.net/images/17187151446911044.webp https://i.rdrama.net/images/17093267613293715.webp https://i.rdrama.net/images/17177781034384797.webp

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Some notes on what I watched:

You can freely mix and match leaders and civilizations, with each component providing a unique bonus.

Cities are very different. There are now two different types of settlements, full cities and towns. Instead of districts with different buildings you build "urban districts" on tiles with each district holding two buildings (seems like any building can be built in any district). You can build multiples of each building.

No more builders or worker units! When your city expands you pick a tile to build a "rural district." These basically work like improvements built by builders and workers in previous games.

Rivers exist and can be navigated similar to sea tiles. There are a lot of building and trading implications for this.

Civic and tech trees still exist. Civilizations have unique nodes in the civic tree.

Governments are very different and I'm not going to type out all of the changes lol.

"Minor powers" exist on that map that can either be conquered or turned into city states.

Diplomacy is very different too. Unknown if it will finally make diplomacy worth spending time on.

Trade routes have been overhauled but he didn't go into much detail. Sounds like they're more tangible and trade routes transport actual things like luxury goods.

Your leader has RPG like "talent trees." You spend points to get various bonuses. There are six different trees (cultural, diplomatic, economic, expansionist, militaristic, and scientific) and you accrue points by accomplishing things in those categories.

Wonders work basically the same as Civ 6 it looks like.

At its core combat works very similar to Civ 6. A big change is overhauling the way generals worked in the past and turning them into "army commanders." Instead of individual units getting XP and leveling up the nearby army commander gets that XP and can level up to give bonuses to any units in its range. Sort of like generals on steroids. Commanders can also be stationed in a district/city and provide bonuses to that city. Commanders can also "vacuum" up adjacent units into their tile so multiple units can occupy one tile and move as one unit (this is just for movement, you can't stack units like this for combat).

There are a lot more art assets. Cities and units have civilization unique buildings and attire.

The game is broken up into three ages. Each age has different goals you can achieve in the usual victory paths for little bonuses. These bonuses persist through the rest of the game.

Apparently you can switch civilizations between ages? I dunno haven't seen much on how that will work.

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