Summary
- CIV 7 Introduces dynamic map terrain changes, enhancing gameplay strategy and providing new opportunities for players.
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Streamlined tech and culture trees aim to simplify progression, making each choice more critical for players to focus on.
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The game’s return to a realistic art style, inclusion of base game features and crisis events add depth and player interaction.
The next game in the Civilization franchise, Civilization 7Comes out in February next year, and its developers at Firaxis recently released some information on how it will differ from previous entries. The last game in the series, CIV 6came back in 2016, and games have advanced in great strides in the years since. Players are excited to see what changes the classic strategy game will introduce As developers strive to balance integrating new mechanics with existing parts of the series that fans love.
Much has been done, both aesthetically and mechanically, to improve the game for its player base. While some changes are small and aimed at ease of use, others make huge differences in the flow of the game and its objectives. The differences discussed by the developers seem to be the biggest changes CIV 7 from other games in the franchise.
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Altered map terrain provides new travel opportunities and obstacles
Navigation rivers and elevated terrain
CIV 7s Maps will be more dynamic in how their terrain and environments are shapedAs well as they can be navigated. Rivers will now be navigable for player units and serve more of a purpose than just a source of fresh water. Mountains and cliffs can now cause greater changes in elevation, meaning maps won’t feel as flat as they once did.
Players can arrange faster trading routes along the riverside cities, or use high terrain as a strategic advantage during warfare.
Changes like these are partly aesthetic, making the game’s maps look more detailed and the worlds players build on more varied. But they also create new opportunities for player strategy As placement may be more important when picking the starting point than in Civil 6. Players can arrange faster trading routes along the riverside cities, or use high terrain as a strategic advantage during warfare.
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Tech & culture trees have been streamlined
A simplification to make progression easier and faster
This change could be more controversial, as it could be seen as oversimplifying elements of the game. however, The purpose of this change is to make every choice in the tech and culture trees more importantRequiring more time and focus dedicated to each achievement. It also makes the progression of a civilization’s technology feel less stilted and chaotic.
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This change goes along with several choices the developers made to streamline the process of advancing in the game since Many players from CIV 6 never reached the later agesInstead of starting new games around the midway point. With a less complex ladder of upgrades required to “finish” a game of CIV 7More players should actually see the full extent of the game.
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A return to form in the game’s art style
Updated graphics to bring back realism
Many players are dissatisfied with CIV 6s art style, since it differed from previous entries in looking more cartoonish and less detailed. Firaxis heard the complaints and shifted the style for this new entryOnce again went for a look closer to realism. Of course, with updated graphics and higher performance, CIV 7 Will be able to pull off a more polished look than any of the previous games in the franchise.
With updated graphics and higher performance, CIV 7 will be able to pull off a more polished look than any of the previous games in the franchise.
The game’s maps are beautiful, with colorful and defined environments and busy, detailed cities that feel alive. The art for units and leaders has also been improvedAnd their animations have been given more detail. The appearance of the new game is not only a return to form, but a big step forward for the series.
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Inclusion of features previously only available in add-ons
Natural disasters and more in the base game
CIV 6 turned some mechanics and facets from other titles in the franchise into DLC or add-on content, but from the looks of things with this new title, Many of these features will be included in the base game. Included in the returning features are natural disasters. These events can provide great challenges for players and their civilizations, and even call for international cooperation.
Events that impact larger portions of the game world have been improved for this new title, such as these The goal of the developer is to increase interaction between different players. Much like many players never saw later seasons inside CIV 6Many also tend to remain more isolationist. CIV 7 Should provide more opportunities and necessities for cooperative gameplay.
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Crisis events are a new mechanic to define age advancements
Preceding age and crisis management will affect your progress
One new category of events CIV 7 will feature are “crises,” Turning points that occur when a civilization advances to the next age. These events are based on the state of the world and the current state of civilization and are meant to define the course of the next age of the Civ, for better or worse. In general, these events involve something that requires direct intervention from the civilization leader and will have some sort of downside.
If someone’s alliance is going through a crisis that they have a hard time managing, you can lend a hand, or take advantage of the weakness and move forward.
Crises can make or break the save, depending on how well players do in the previous age and how it relates to the objectives they are going for. These crises also create another avenue for player-to-player interaction. If someone’s alliance is going through a crisis that they have a hard time managing, you can lend a hand, or take advantage of the weakness and move forward.
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CIV 7 will only have three seasons
Antiquity, discovery and the modern age
This change is the most likely to receive backlash, and is also integral to some of the other changes CIV 7. Firaxis shared that, unlike previous entries in the series, CIV 7 There will only be 3 seasons for players to progress through: The Age of Antiquity, the Age of Discovery, and the Modern Age. The broader categories do away with divisions such as those that exist within CIV 6 Between the ancient and classical era.
The idea here is that Each age will be more distinct and game-changing on a transitionAnd that the game will be easier to play from start to finish. Some players may be upset about this simplification. But paired with the streamlined tech and culture trees and other changes made with this new entry, this system could feel better to play, because it would be less of a grind or slog.
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Plus, there is another change that comes with these transitions: the “changing” of civilizations based on time progression. A player may start playing as a version of ancient Rome but change to France, Germany or something else When they leave the first age based on the focus and goals of their civilization. It is so far unclear how exactly this transition will occur, but the idea of ​​a civilization warping into a new one over time is exciting.
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Major changes in how to build your civilization
Choose when and where to expand and improvements will follow
Gone is the era of creating builder units that make improvements and fortifications on the ground in a player’s city. now, The focus is less on building the improvements and more on how to shape one’s civilization In the first place. Players now choose when and where their cities expand to take up more land, and improvements are built automatically as they do so.
This change is more of a quality-of-life one, aimed at cutting down the time and resources players have to spend doing things just to get the resources they already own into a workable state. CIV 7 Aims to focus less on this kind of slow amassing of resources through tedious construction and more on included choices That players must make to shape the direction of their civilization. For players who still want to have a hand in building smaller parts of their cities, specific buildings and upgrades to them remain to be managed.
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Commander units redefine the game’s combat
Less focus on small individual troops
Go to war and fight against enemy forces in CIV 7 Will revolve more around “commander” units, troops with specific names, roles and buffs that they provide to surrounding forces. The kind of action players can bring to the table varies wildly depending on which commander they lead the chargeAs each offers different strategic advantages. Commanders have their own upgrade trees and become very valuable assets for every save in the game.
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This means that less focus is placed on small individual units. Those small forces no longer gain experience or promotions And are more disposable in a war scenario. This is a big change from CIV 6And while player opinions on how it works will differ, it will certainly offer a new kind of strategic process to the game’s combat system.
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Players can now build towns as predecessors to cities
Exploration helps you know how to make better use of your surroundings
Instead of individual units immediately gathering a full city after activation, they now start with a small, sensible town. This changes the early game by limiting production and Encouraging players to focus on exploration and specialization depending on their environment. Towns can’t do as much as cities until they grow, but they also require less resources and management.
Once a city grows to a certain point, it can become a city or a specialized form of a city. This means that Players can keep their larger population centers in safer, more lush locations while still claiming small scraps of land With cities that require less resource costs to maintain. With a structure like this, players can have a lot of cities and towns spread out over their territory, which makes the population feel more dynamic in placement and specialization.
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You can mix and match leaders and civilizations
Turn away from historical realism to have more fun
One of the most exciting changes come with CIV 7 is this Players can now customize which leaders they have with any given civilization. In previous games, leaders could only be used with a civilization that matched their own history. Now, players could be Confucius leading Great Britain, or Augustus in charge of the USA, making the best saves not necessarily tied to any one leader.
This, of course, takes a turn away from historical realism, however civ Was never meant to be a perfect representation of history, because that wouldn’t be fun to play. The historical fiction aspect of the game allows players to mix leader buffs with those of certain civilizations, and have fun creating unusual pairings. It’s a game, after all, and hopefully, All these changes will make it more fun than any previous iteration in the series.
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