Sid Meier's Civilization VII (often referred to as Civilization VII or simply Civ7) is a 4X Strategy video game and the seventh main series installment in the Civilization series. The game was developed by Studio Lillie (t∣b∣c) and released on Microsoft Windows, OS X, Nintendo DSGo, and Linux on May 29th, 2021.
In Civilization VII, the player leads their chosen civilization from the dawn of agriculture through to the far future, hoping to achieve one of many victory conditions. The player must carefully handle many different variables and react to changing conditions, managing research, diplomacy, exploration, expansion, development, and conquest. The game is heavily based upon Civilization VI, retaining many of its changes, while also adding new features, such as new Tribe and Plague systems, a revamp of the combat system, and the return of some previously removed systems like the World Congress.
Notable Changes
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Population determines how many Tiles can be worked by a City
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Food increases a City's Population
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Gold is used to buy items and barter with other nations.
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Production contributes towards a City producing items.
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Culture contributes towards researching new Civics.
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Science contributes towards researching new Technologies.
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Happiness is required to keep Population from Rebelling.
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Administration is used for diplomacy and government
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- New Plague system based upon the Health system of Civilization 4
- Plagues can start in Cities and spread to nearby ones through City Connections or Trade Routes
- Plagues are more likely to start in Cities with sources of water nearby
- Plagues reduce the Population of a city heftily
- Once a Plague is gone, it cannot reappear at the same city as before.
- Buildings and Governmental Policies can prevent or diminish the effect of Plagues
- Movement returns to how it was in Civilization 5
Diplomacy
- New resource: Administration
- Generated by certain buildings and Wonders, including the Palace.
- Can be used to purchase Tiles or Spies instead of Gold
- Must be used to implement new Policies into the Government.
- Must be used to make a City-State Dependent
- Must be used to perform certain Diplomatic actions, like establishing Agreements
- Puppet Cities have been replaced with Dependent Cities. They are similar, but provide no Unhappiness, do not give all of their Yields to the Civilization that controls them, and may be released at any time. When released, they will revert to a City-State if one originally, or can return to their original Civilization. Terra nullius introduces the option of releasing previously Civ-owned cities as independent City-States.
- City-States and Civilizations have two variables of Influence: Respect and Fear
- Respect is gained by having goodwill towards other powers and by being strong in aspects other than warfare
- Fear is gained by having a powerful military force and proving capable of warfare
- City-States with enough Influence become Tributaries, donating various resources to their host Civilization.
- After being Tributaries for long enough and having an exceptionally high amount of Influence, City-States can become Dependent upon a Civ in exchange for Administration
- Influence opens up new options in Diplomacy with foreign Civilizations.
- Respect opens up new Agreements
- Fear allows Demands to be made of Resources and other assets
- Civilizations are able to 'claim' Borders, which cannot be worked in until a City is built there. Other Civilizations may pass through it without an Open Border policy or build a City there, but doing so will result in Diplomatic penalties.
Ideology
- Three ideologies: Liberty, Militarism, and Order
- Implementing Policies, completing Sovereign Choices, and interacting with other Civilizations results in the accumulation of Ideology points in a certain Ideology.
- After advancing to Ideology on the Civics tree, a Civilization can adopt an Ideology. The more points in an Ideology, the stronger it will be, giving better bonuses and allowing more Tenets to be chosen
- The Ideologies all give types of Governments with bonuses dependent on the amount of points accumulated for that Ideology, and with Tenants available like Child Policies
- Liberty grants Democracy, which focuses on Administration
- Militarism grants Fascism, which focuses on Military Conquest
- Order grants Communism, which focuses on Production
- Civilizations with the same Ideology have better relations, with Administration discounts and decreased tension.
- City-States will begin to support the Ideology of their Allies, making it harder for Civilizations with an opposing Ideology to change their Alliance
- Unhappy citizens will cling to opposing Ideologies and rally for their Government to switch to them. If enough Citizens do this, a Revolt could occur. This can be encouraged by opposing Civilizations broadcasting Propaganda.
Government
- The Government in Civ7 is similar in theory to that of Civ6, but has a much different execution
- Policies are unlocked by completing certain Civics on the Civic Tree
- New Policies can be implemented into the current Government using Culture or Administration
- Policies may be turned off at any point, but require Administration to restore at a lesser cost than what was required to initially implement them.
- Different types of Government can be chosen with their own bonuses. Civilizations may switch between them by paying Administration but doing so will increase Unhappiness for a period
- Tenets are special Policies exclusive to one type of Government; they are more expensive but also have stronger efects.
- Each Government has a limit on how many Policies it may have actively implemented at one time, normally equal its natural Administration gain doubled.
- Unlocking every Tenet in a Government will unlock its Legacy Bonus, which applies to the Civilization even when they do not currently have that form
- Sovereign Choices are random prompts that appear throughout the game that talk about specific situations and give options for how to progress. Based on this choice, new quantifiers will be added; for example, choosing to allow a worker's union will decrease Worker's building time but increase their maintenance. These also provide Ideology points
The table below lists all of the Governments as well as their Tenets
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+1
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Chiefdom
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Default
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-50% cost to implement each Policy
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+3
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Kingdom
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Law
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+3 Culture in the Capital
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Legacy: +33% Culture in the Capital
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Monarchy
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+10% Growth and +4 Food in the Capital
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Empire
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Oligarchy
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+2 Production and -1 Unhappiness for every two Population in the Capital
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Military
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Aristocracy
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+10% Gold and a random free Luxury in the Capital
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Trade
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Royalism
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+10% Administration and +4 in the Capital
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Politics
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+3
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Republic
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Law
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+1 Culture in every City
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Legacy: +7% Culture in every City
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Rep.
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25% less Policy cost increase from each new City founded
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Empire
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Citizenship
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-2 Unhappiness in every City
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Craftmanship
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Federation
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+20% Administration yield in the for every City in the empire
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Politics
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Union
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Produce Workers and Settlers 50% faster in the Capital
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Workforce
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+3
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Statocracy
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Law
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+2 building Military Units
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Legacy: +15% building Military Units
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Legalism
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Policies cost 10% less and Sovereign Choices cannot fail
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Empire
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Tyranny
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Reduces Razing time to 1 Turn and decreases Unhappiness from Occupied Cities
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Craftmanship
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Imperium
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+2 Happiness and diminished Resistance for all Cities housing units
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Politics
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Veterancy
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+20% Combat Strength to all Units and an additional 20% within Occupied Territory.
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Military
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Resources
Resources are a big focus in Civilization VII to a higher degree than ever before. Obtaining and processing Resources is now a large key to maintaining a large and powerful empire. This fuels expansion and rewards those who colonize and conquer, or those who bargain and buy.
- Once Industrialization hits, Iron and Coal become main focuses, and the player can begin building Manufacturies to transform resources into Products.
Settlers
- Settlers are now a Class of Unit, rather than a single type. They have the following options, depending on the Unit:
- Establish a City on the tile they are currently on, after which they will be destroyed.
- Inhabit an already Established City, raising its Population by some amount
- Debate an adjacent Settle Class Unit from another Civilization, lowering that Unit's Wellbeing Score
- Each Settler Class Unit has a Wellbeing Score, the initial value of which depends on the Type of Unit; later Settler Class Units start with much more.
- This Score automatically goes down for every Turn ended outside of the player's territory, falling quicker on Tiles that cause Attrition like Desert
- When a Settler Class Unit's Wellbeing score is reduced to 0, it is automatically destroyed
- The Wellbeing Score affects Loyalty of the City established by the Unit, as well as the Unit's effectiveness in using the Debate action
- After a City is conquered, an amount of Refugee Units are released equal to or less than the Population lost
- Refugees may only Inhabit and may not Establish
- No Refugees are released when a City is Razed
- Each Player, including starting City-States, starts their first game with one Settler with the unique Attribute Dawn of Civilization, which allows them to Establish the Original Capital of the Civilization
Loyalty
- When a Civilization's City's Loyalty falls to a low enough value, it becomes a City-State
- When a City-State's Loyalty falls to a low enough value, it joins the Civilization which exerted enough Loyalty Pressure
Technologies/Civics
- Technologies and Civics, collectively called Developments, must now be 'spread'. Upon being researched, the city with the highest Science/ Culture output instantly recieve the Tech, and it will begin to spread to the rest of the empire. Cities with highest Science/ Culture outputs will acquire these Developments faster, as will Cities that are closer too and/or have a City Connection with another City that has the Development.
- Any Developments researched instantly for free by a Great Scientist or Wonder will instantly spread to all cities which have the prerequisite Developments.
- Developments which have non-City specific effects must be in 75% of all Cities to work. Other effects, like building Buildings, Improvements, Units, or Districts, can only be performed by Cities with the Development.
- New Cities which are founded start with the Technology of whichever city created the Settler at the time when the Settler was Produced.
- Certain Technologies boost the spreading of Developments, and the Internet Technology instantly spreads all Developments to all Cities as after it is researched.
- The Technologies and Civics trees have been completely redone as shown below.
- In order to start researching a Development, all of the Developments on the top sides must also have been researched completely.
Technologies
Civics
Victory
- The Culture Victory in Civilization VII can be achieved by becoming the dominant Culture. This occurs when at least 30% of all Cities have the same Culture of the capital, and over 80% of all Cities have a Child Culture to that of the Capital.
Expansions
Terra nullius
Terra nullius was the first Expansion for Civilization VII, adding many new gameplay features, tweaks to previous features, five new Civilizations to play as, four new city states, and new map types, units, and scenarios.
- New Gameplay Elements
- Introduction system allows players to move certain Resources for a high cost
- After researching Ecology, players are able to send Ecologists to tiles with certain Luxuries to collect them; this Ecologist can them return and introduce the Luxury to a different Tile
- Tile Improvements on Introduced Luxuries have a higher Maintenance cost
- Introducing too many Luxuries can result in Diplomatic penalties
- The Environmental Damage proposal punishes Civilizations who Introduce multiple Luxuries
- Revolution system
- Colonialism system
- Tribal system
- New Civilizations
- New City-States
- New Map Types
- New Scenarios
- New Units
- Updates and Changes
Metropolis
Metropolis was the second Expansion for Civilization VII, adding many new gameplay features, tweaks to previous features, five new Civilizations to play as, four new city states, and new map types, units, and scenarios.
- Environmental damage returns, expanding upon the Introduction system added in Terra nullius
- Rapid Deforestation and Pollution can occur which result in loss of either Production or Growth. Ecologists can be produced to fix the issue, and the Environmental Damage Proposal at the World Congress can be used to punish those who damage the environment.
- Nuclear Fallout reappears, and it can no longer be cleared with any amount of time. Usage of Nuclear Bombs and the ensuring Fallout results in large diplomatic penalties.
- The Hazmat bonus nullifies damage suffered by units in Fallout who have not attacked on the same turn as they would be damaged. It is granted to all units generated in a city with a Nuclear Shelter.
- Economics
- Gold output is now primarily determined by the Tax Rate of a Civilization
- The higher the rate, the more Gold will be generated from Economic Activity. However, a higher rate will also generate more Unhappiness
- Affected by Ideology
- Under Liberty, government intervention in Economics is limited. More Gold and Great People Point are generated, but Unhappiness is also boosted more. Thus, Taxes must be cut to maintain Happiness.
- Under Order, the government spreads control of the Economy equally. Thus, Gold is reduced, but Happiness is much higher. Tax Rate can be very high if needed.
- Under Militarism, the government takes control of the Economy absolutely. Production becomes very strong, and external Gold output is boosted, but Unhappiness is rampant.
- Trading system revamped
- Trade Routes return, but are no longer reliant upon specific trading Units to function. Instead, any two Cities connected by Land can form a Trade Route after Currency is researched; any two Cities on the coast can form a Trade Route after Commerce is researched; any two Cities in the world can form a Trade Route after Flight is researched.
- Limit on number of Trade Routes is now decided city-by-city
- Trade Routes can now involve trading Gold for other items, like Science, Resources, Products, or even Food
- Intracivilizational Trade Routes now generate Gold based on Tax Rate
- Trade Routes naturally spread things such as Technologies, Civics, and most importantly, Plagues.
- New Corporation system
- After researching specific Techs, new Products are unlocked
- After a certain amount of time, Corporations appear to produce these Products, or can be established by the Civilization
- Luxuries can be moved to the city with the Corporation and it will produce new Products from it, that provide more happiness than normal and generate more Gold
- These Products can also be traded to other Civilizations for much more Currency than would otherwise be earned from the pure Luxury
Civilizations
These 25 Civilizations came with the original version of the game without any DLC and are compatible with any version. Later DLC Civilizations will only be compatible with Versions of the game that come afterward, e.g. the Iroquois cannot be used without Terra nullius.
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Unique Ability *
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Leader Ability Lycurgus
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Unique Unit Hoplite*
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Unique Construct. Acropolis*
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Spartan: When producing military land units, Administration output (up to 15) is added to Production output every turn.
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Roman
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Unique Ability Pax Romana
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Leader Ability Constantine I*
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Unique Unit Legion*
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Unique Construct. Baths*
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Trade routes to and from Roman cities cannot be pillaged, and generate 10% more Gold
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British
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Unique Ability Sun Never Sets*
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Leader Ability Henry VIII*
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Unique Unit Longbowman*
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Unique Construct. Royal Harbour*
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French
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Unique Ability *
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Leader Ability Charles de Gaulle*
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Unique Unit Muskateer*
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Unique Construct. Château*
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German
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Unique Ability Furor Teutonicus*
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Leader Ability Angela Merkel*
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Unique Unit Panzer*
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Unique Construct. Hanse*
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Spanish
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Unique Ability *
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Leader Ability Ferdinand II*
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Unique Unit Tercio*
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Unique Construct. Cathedral*
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Soviet
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Unique Ability *
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Leader Ability Nikita Khruschev*
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Unique Unit *
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Unique Construct. *
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Russian
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Unique Ability Motherlands
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Leader Ability *
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Unique Unit Cossack*
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Unique Construct. Krepost*
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Russian Cities are more resistant to outside syncretism and diffusion, as is the Culture produced in Moscow.
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Nordic
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Unique Ability Viking Raiders*
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Leader Ability Leif Erikson*
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Unique Unit Longship
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Unique Construct. Stave Church*
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Able to move onto tiles that have rivers at the cost of 4 HP per turn. Pillage extra Gold from Cities, but deal less damage.
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Egyptian
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Unique Ability Land of the Nile*
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Leader Ability Akhenaten*
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Unique Unit War Chariot*
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Unique Construct. Burial Tomb*
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Moroccan
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Unique Ability Desert Kings*
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Leader Ability Ibn Tumart*
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Unique Unit Berber Cavalry*
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Unique Construct. Kasbah*
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Kongolese
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Unique Ability Bantu Heritage
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Leader Ability Mvemba a Nzinga*
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Unique Unit Adarguerios*
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Unique Construct. Zimbabwe*
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Settlers have +1 Movement. +1 Food for Bonus Resources which can be found in the Capital.
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Malian
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Unique Ability *
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Leader Ability Sunni Ali*
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Unique Unit Mandekalu*
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Unique Construct. Mud Pyramid*
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Ethiopian
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Unique Ability Independence Fighters*
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Leader Ability *
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Unique Unit Mehal Sefari*
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Unique Construct. Stele*
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Arabian
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Unique Ability Dar al
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Leader Ability Umar I*
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Unique Unit Camel Archer*
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Unique Construct. Bazaar*
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+20% Gold from Trade Routes with Cities with the primary Arabian culture and +5% Culture.
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Turkic
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Unique Ability Tanzimat*
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Leader Ability Mehmed II*
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Unique Unit Janissary*
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Unique Construct. *
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Persian
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Unique Ability *
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Leader Ability Cyrus the Great*
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Unique Unit Immortal*
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Unique Construct. Qanat*
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Indian
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Unique Ability *
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Leader Ability Akbar the Great*
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Unique Unit Varu*
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Unique Construct. Stepwell*
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Mongolian
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Unique Ability Pastoral Warriors*
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Leader Ability Kublai Khan*
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Unique Unit Keshik*
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Unique Construct. *
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Chinese
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Unique Ability Cultural Revolution*
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Leader Ability Mao Zedong*
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Unique Unit Red Guard
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Unique Construct. Steel Furnace
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Purges cities of outside Cultural influence and produces points towards the current Ideology.
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Build in Neighborhoods. +1 Steel generation per Population
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Japanese
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Unique Ability Rising Sun*
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Leader Ability Emperor Meiji*
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Unique Unit Samurai*
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Unique Construct. Electronic Factory*
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Brazilian
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Unique Ability Life of the Rainforest*
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Leader Ability *
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Unique Unit Pracinha*
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Unique Construct. *
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American
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Unique Ability Manifest Destiny
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Leader Ability John F. Kennedy
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Unique Unit Navy SEAL
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Unique Construct. Film Studio
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Technologies travel between cities twice as fast. Cities on the same continent as the Capital gain 5% Growth
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Space Race: Complete Science projects in 33% less time, but complete other projects in 20% more time.
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Replaces Marines. Starts with the Amphibious III promotion, doubling it's attack power from the Coast or over a River.
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Unlocked with Mass Media, built in the Cultural Center. Provides an additional 3 , 2 , and a unique Product, Movie
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City-States
Types of City-States
Every City-State falls into one of 6 types, which provide different bonuses based on the amount of Envoys sent to the City-State. These bonuses stack, and all three of them plus the Suzerain bonus can be in effect at the same time for the same City-State.
Type
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1 Envoy
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3 Envoys
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6 Envoys
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Religious
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+2 in the Capital
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+2 in every Holy Site
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+1 in every District
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Scientific
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+2 in the Capital
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+2 in every Campus
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+1 in every District
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Trade
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+2 in the Capital
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+2 in every Market
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+1 in every District
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Cultural
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+2 in the Capital
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+2 in every Threate Square
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+1 in every District
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Industrial
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+2 in the Capital
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+2 in every Commercial Hub
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+1 in every District
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Militaristic
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+2 in the Capital
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+2 in every Encampment
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+1 in every District
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List of City-States
City-State
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Suzerain Bonus
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Kandy
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Apostle units start with two Promotions and Inquisitors with one
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Yerevan
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Allows Pillar improvements for +2 Faith and +1 Culture
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Karbala
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Faith from Relics ×2, +1 Faith per Great Work
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Ouidah
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Converts to your religion and spreads it as if it were a Holy City
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Amsterdam
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+2 Science and +1 Culture per District
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Geneva
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50% more Influence per turn.
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Stockholm
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Earn 2 random Eurekas! every era.
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Santiago
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Buildings provide an additional Great Person point.
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Milan
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+1 Happiness per Trade Route earning 8+ Gold
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Zanzibar
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Trader units are immune to being plundered
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Singapore
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Trading Posts provide +2 Gold per Trade Route
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Zurich
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Trade Routes provide +1 for every excess Happiness
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Florence
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Trade Routes provide +2 Culture per District in the Target City
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Vilinius
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Earn 2 random Inspirations per era.
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Nan Madol
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+3 Culture for each District adjacent to the Coast.
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Mohenjo-daro
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All Cities gain an extra level of Water Adequacy
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Toronto
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Bonus Resources provides +½ Happiness
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Cape Town
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Harbour Buildings cost no Maintenence
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Algiers
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Regional effects from Districts reach twice as far.
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Sydney
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25% Production towards current Era Wonders.
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Preslav
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Cavalry units gain 5 Strength when fighting on Hills.
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Valletta
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Units gain 25% more Experience in battles.
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Genoa
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Navals units require 15% less Production
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Pyongyang
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Purchasing units requires 15% less Gold
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Resources
Bonus Resources serve only to increase the Yield of a tile and do not apply any specific benefits otherwise, unlike the other two varieties of Resources. Strategic resources are different, however; in addition to the effects on Yields, Strategic Resources also provide a limited quantity of resources with which Units or Buildings may be constructed. In addition to the effects on Yields, Luxury Resources also provide a limited quantity of resources which provide Happiness to the City and can be Traded or turned into Products.
Bonus Resources
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Stategic Resources
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Luxury Resources
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Resource
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BYM
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IYM
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Wheat
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+1
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+1
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+1
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Bananas
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+1
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+1
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Sheep
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+1
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+1
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+1
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Cattle
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+1
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+1
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+1
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Deer
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+1
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+1
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Fish
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+1
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+1
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Copper
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+2
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+1
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+1
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Resource
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BYM
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IYM
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Horses
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+1
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+1
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Iron
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+1
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+1
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Nitre
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+1
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+1
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Coal
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+1
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+1
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Oil
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+1
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+1
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Aluminum
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+1
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Uranium
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+1
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-4
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Resource
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BYM
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IYM
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Product
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Cinnamon
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+2
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+1
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Rolls (+1 )
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Cocoa
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+3
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+1
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Chocolate (+1 )
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Coffee
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+1
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+2
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Frappe (+1 )
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Cotton
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+3
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+1
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Textile (+4 )
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Dyes
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+1
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+2
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Pigment (+1 )
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Incense
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+1
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+2
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Candles (+1 )
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Sugar
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+2
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+2
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Candy (+4 )
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Tea
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+1
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+2
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Drink (+4 )
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Silk
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+1
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+1
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Cloth (+4 )
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Wine
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+1
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+2
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Bottle (+2 )
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Crabs
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+2
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+1
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Seafood (+3 )
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Whales
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+2
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+1
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Whale Oil (+3 )
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Pearls
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+2
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+1
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Necklace (+3 )
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Ivory
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+2
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+2
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Horn (+1 )
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Furs
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+1
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+2
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Jacket (+4 )
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Marble
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+1
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+2
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Granite (+3 )
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Diamonds
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+3
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+1
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Ring (+4 )
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Salt
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+2
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+1
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Pepper (+3 )
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Silver
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+3
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+2
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Necklace (+4 )
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Terrain
Every Tile in the game has a certain Terrain on it, affected the starting Yield output and other factors. It can also have Terrain Features, which tend to hinder movement and have other effects.
Terrain
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Feature
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Terrain
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BYM
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Coast
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+1 , +1
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Desert
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Grassland
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+2
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Lake
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+1 , +1
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Ocean
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+1
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Plains
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+1 , +1
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Tundra
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+1
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Snow
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Feature
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BYM
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Notes
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Cliffs
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Cannot embark
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Hills
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+1
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Defense bonus
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Ice
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Impassable
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Marsh
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+1
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Mountain
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Impassable
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Oasis
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+3
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Provides Fresh Water
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Jungle
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+1
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Decreases Appeal
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River
|
|
|
Woods
|
+1
|
|
Natural Wonders
Wonder
|
ABYM
|
Notes
|
Cliffs of Dover
|
+3 Culture, +2 Gold
|
Cannot Embark from or to; gives Fresh Water
|
Crater Lake
|
+4 Faith, +1 Science
|
Defensive Bonus to Military Units
|
Dead Sea
|
+2 Science, +2 Culture
|
Saline Promotion: Embarked Speed +1
|
Galapagos
|
+3 Science, +1 Culture
|
Random Eureka! upon discovery
|
Great Reef
|
+2 Food, +2 Science
|
+3 Great Scientist points
|
Mt. Everest
|
+3 Faith, +1 Culture
|
Refuge promotion: ignore negative Terrain effects
|
Mt. Kilimanjaro
|
+3 Food, +1 Culture
|
+3 Great Prophet points
|
Patanal
|
+1 Food, +1 Culture
|
Bonus extends four tiles rather than two tiles
|
Pippiotahi
|
+2 Gold, +1 Culture
|
Bonus extends three tiles rather than two tiles
|
Torres del Paine
|
n/A
|
2× to yields on adjacent tiles
|
Tsingy
|
+3 Science, +1 Culture
|
Attack Bonus to Military Units
|
Yosemite
|
+3 Gold, +2 Culture
|
Free Ecologist once available
|
Wonders
Just like in Civilization VI, Civilizations are able to build powerful constructions on Tiles under their control. These Wonders can only be built once in a game, and give strong bonuses. They also have high costs, cannot be bought, and take a long time to build. As such, Civilizations must be careful about what Wonders they choose to pursue.
Wonder
|
Unlock
|
Alhambra
|
Castles
|
Big Ben
|
Economics
|
Boishoi Theatre
|
Finer Arts
|
Broadway
|
Mass Media
|
Chichen Itza
|
Guilds
|
Colosseum
|
Recreation
|
Colossus
|
Shipbuilding
|
Cristo Redentor
|
Mass Media
|
Eiffel Tower
|
Steel
|
Forbidden Palace
|
Printing
|
Great Library
|
Recorded History
|
Great Lighthouse
|
Navigation
|
Great Pyramids
|
Masonry
|
Great Zimbabwe
|
Banking
|
Hagia Sophia
|
Theology
|
Hanging Gardens
|
Irrigation
|
Hermitage
|
Natural History
|
Huey Teocalli
|
Military Tactics
|
Mont St. Michel
|
Divine Right
|
Oracle of X
|
Mysticism
|
Oxford University
|
Education
|
Petra
|
Mathematics
|
Potala Palace
|
Astronomy
|
Stonehenge
|
Astrology
|
Great Opera House
|
Cultural Heritage
|
Terracotta Army
|
Construction
|
Pokémon New World (258,897) Fire Emblem Legacy (187,337) Pikmin IV (167,112) Super Mario Maker GO (114,448) Pokémon Topaz and Amethyst (82,509) Metroid Leviathan (66,199) Super Mario Galaxy Odyssey (53,331) JACK (game) (51,922) Super Mario Finale (22,188) Sonic Dimensions (19,526) Rockman 12: Dr. Wily's Final Plan!! (16,805) Star Fighter (9,871) StarMaps (6,527) Sonic Velocity (5,579) Thor (game) (4,210)
|
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