By Civilization 7 Dev Team
In the November 7th dev progress live stream by the Civilization’s team, Economics Feature Lead for Civilization VII, Edward Zhang shared biggest core gameplay changes in the upcoming game version, including empire management goals, differentiation between city and town functions, as well as a “no-builder” new growth system, which together composed the biggest shifts in the civilization game franchise.
The Challenges of Empire Management in the 4X Genre
As fans know, Civilization VII is a 4X game, with each “X” standing for:
eXterminate: Players can attack or be attacked by rival civilizations and independent powers
eXplore: Players explore the game world and discover new resources and opportunities, as well as other civilizations and challenges
eXpand: Players expand their control by establishing new settlements and acquiring territory, represented by “hexes” on the map
eXploit: Players use their resources and abilities to further strengthen their civilization
In Civilization VII, we wanted to reimagine how players “eXpand” and “eXploit” their empire. Cities are the beating heart of any civilization, but managing them should never be a burden. Balancing growth across your empire while allowing for unique development opportunities has always been a core tenet of Civilization gameplay, but over time, expansion can overwhelm players with an increasing number of decisions, leading to “late-game fatigue.” What it boils down to is that every Civ player should feel like the ruler of an empire making important choices, not a servant tied down to micromanagement duties.
City Management
Towns: A Fresh Approach to Expansion
One of the first changes you’ll notice in Civ VII is the distinction between Cities and Towns. You begin with a Founder Unit to establish your Capital City, while every subsequent Settler Unit creates a Town. Later on, you have the option to spend Gold to upgrade these Towns into full-fledged Cities. This distinction is an evolution from the singular focus on Cities, as seen in previous Civ games. While Cities remain powerful centers of production and development, Towns serve as essential support hubs, providing economic benefits without requiring as much oversight. Importantly, Towns do not have a Production Menu – they automatically convert their Production into Gold and offer various support roles for your empire through specialization.
As Towns reach a set threshold of Population, they gain access to a Focus Menu, which allows players to specialize them in one of several roles – Farming Towns for Food production, Fort Towns for Unit healing and defense, Trade Outposts for extending trade range and boosting Happiness, and many more. Once you select a specialization, it’s a permanent choice for the Age, making it a key strategic decision that rewards forward planning. Here’s an overview of the various Town specialties in Civ VII (some are Age-specific):
- Farming Town / Fishing Town: Bonus Food on Farms, Pastures, Plantations, and Fishing Boats.
- Mining Town: Bonus Production on Camps, Woodcutters, Clay Pits, Mines, and Quarries.
- Trade Outpost: Bonus Happiness on resource tiles and Trade range.
- Fort Town: Bonus healing to Units and health to Walls in this Town.
- Religious site: Bonus Happiness to all Temples in your Empire.
- Hub town: Bonus Influence for every connected Settlement.
- Urban Center: Bonus Science and Culture on Districts with two Buildings in this Town.
- Factory Town: Bonus Gold towards purchasing a Factory in this Town and adds an additional Resource Slot.
Past Civilization games have always had to balance between “Tall” and “Wide” playstyles. Tall players prefer quality over quantity with fewer build queues so that less time is spent managing empire production. Wide players prefer quantity with an empire that covers every tile as far as the eye can see. This balance has shifted with the past couple of iterations: Civilization V favored more of a Tall strategy, while Civilization VI leaned towards Wide. For players focused on min-maxing, these approaches tended to be the most effective ways to play. With the addition of Towns, Civilization VII aims to support both playstyles equally, leaving the choice a matter of preference rather than strategy.
A New Growth System: No Builders, No Problem
One of the major shifts in Civ VII is the removal of Builder Units. Rather than sending Builders out to improve tiles, Population growth naturally drives improvements. As Settlements generate Food, they accumulate said Food in a bucket. Once a Settlement’s growth bucket is filled, you gain a Population point that can be allocated to a tile for improvement, or assigned as a Specialist to Urban tiles. The bucket then grows in size for the next growth event.
The decision to tie tile development to Population growth simplifies the gameplay and reduces the repetitive actions seen in past games, especially as you manage more Settlements. Now, both Food as a yield and your growth choice carry more weight and integrate more seamlessly with your overall strategy.
Empire Management
The Settlement Cap: Strategic Growth Over Unchecked Sprawl
In Civ VII, the Settlement Cap serves as a soft limit on the number of Cities and Towns you can maintain without penalty. If you exceed this cap, local Happiness in each Settlement decreases, which in turn reduces your Global Happiness yield. Balancing your expansion within the Settlement Cap is critical to efficiently growing your empire.
Just as Units and Buildings have maintenance costs to limit unchecked growth, the Settlement Cap introduces a balance between eXpansion and eXploitation. It encourages thoughtful, strategic growth rather than rapid, unchecked sprawl. There are multiple ways to increase the Settlement Cap, but they require time and resource investment. While you can choose to exceed the cap, managing your Happiness yield effectively will be essential to mitigate the penalties of overextension and keep your empire thriving.
Happiness: A Double-Edged Sword
In Civ VII, Happiness functions as both a local and global yield that directly impacts the stability of your empire. Locally, Happiness is necessary to support Specialists and maintain Buildings within your Cities and Towns. Globally, it accumulates across your settlements to trigger Celebrations – special events that provide powerful buffs and slots for Traditions and Social policies.
Effectively managing Happiness is key to the growth and stability of your civilization. If local Happiness levels fall below zero, you will face penalties that reduce the output of all other yields, slowing down your progress. Keeping an eye on the resources and conditions that affect Happiness is key to maintaining a stable and prosperous Settlement.
Management Through the Ages: What Stays vs. What Decays
As your civilization advances through the Ages, not all of your constructs will stay the same. Warehouse Buildings, Unique Buildings & Improvements, and Wonders retain their effects and continue to provide all bonuses regardless of the Age. They are tagged in the game as Ageless. These Buildings ensure that your investments carry forward through time, providing a reliable backbone to your empire’s infrastructure.
However, other Buildings and Improvements may eventually become outdated: they will lose their effects and adjacency bonuses, keeping only their base yields, prompting opportunities to overbuild and evolve your empire to better suit the new Age’s requirements and resources.
Key Gameplay Mechanics
Districts Overhauled
In Civilization VI, District planning could be a complex and often challenging mechanic. For Civ VII, we’ve taken major steps to streamline this experience. Rather than assigning a specific specialty to Urban Districts, such as a Science or Culture District, we’ve made every District more flexible. You no longer need to pre-build any District, as they are automatically established when you place a Building down. Each Urban tile has two Building slots that can hold any type of Building, allowing you to customize each District to suit your strategy.
Additionally, there’s no theming bonus for grouping similar buildings together. We made this decision to avoid creating the illusion of choice and to ensure that players make meaningful, interesting decisions rather than being guided by artificially strong incentives.
Finally, new Districts must be placed adjacent to the City Center and expand outward, creating a more cohesive and unified look for your Cities. This approach not only makes City planning more intuitive, but also gives your Cities a more organic, natural layout as they grow.
Adjacency Streamlined
Adjacency bonuses make their return in Civ VII, now with a more streamlined design. Rather than being tied to specific Districts, these bonuses are granted to certain Buildings based on the natural features and player-made structures surrounding them. While the bonuses may start small, placing Specialists on Urban tiles can significantly enhance their effects, making adjacency a key part of your City’s development strategy. No need to worry about crunching numbers – we’ve integrated all the calculations directly into the UI. What you see is exactly what you get.
Specialists
Specialists return in Civ VII, but with a greater significance. Allocating Population to Urban tiles creates Specialists, who provide base Science and Culture yields while consuming Food and Happiness. They also amplify adjacency bonuses of their tile, making them vital for maximizing your City’s potential. Deciding how to balance the benefits they bring with the resources they consume is a critical part of efficient City management.
Unique Quarters
Unique Quarters are formed when two civ-specific Unique Buildings share the same tile. They offer substantial benefits and distinct visual flair that reflects your civilization’s culture and progress. However, spreading your Unique Buildings across different tiles may grant better yields in some niche scenarios, depending on your overall strategy and terrain layout.
Warehouse Buildings
Warehouse Buildings play a pivotal role in maximizing yields from Improvements. These buildings provide bonuses based on the number of similar Improvements in a settlement. For example, a Granary boosts Food production from Farms, Plantations, and Pastures. They become focal points in Settlements with dense agricultural or industrial development, rewarding careful planning and optimal placement.
Wonders
Wonders are among the most powerful things you can construct in Civ VII. Each Wonder occupies a full tile and has a powerful effect, and provides adjacency bonuses to every surrounding Building. One of the more frustrating experiences in previous Civ games was losing out on a Wonder just before completing it, often leading to rage quits or loading up older saves. If you have Advisor Warnings on, Civ VII will now notify you if a Wonder you’re building is already being constructed by another player you’ve met, helping you plan accordingly and avoid those unpleasant surprises.
More updates on:
https://civilization.2k.com/civ-vii/news/civ-streams-exploration-age