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CivilizationVIILogo.png

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 (tbc) 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

Pop Population determines how many Tiles can be worked by a City
Food Food increases a City's Pop Population
Gold Gold is used to buy items and barter with other nations.
Production Production contributes towards a City producing items.
Culture Culture contributes towards researching new Civics.
Science Science contributes towards researching new Technologies.
Happiness Happiness is required to keep Population from Rebelling.
DC Administration is used for diplomacy and government
  • New Plague system based upon the Health system of Civilization 4
    • Plagues can now start in Cities and spread to nearby ones through City Connections or Trade Routes
    • Plagues are more often 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: DC Administration
    • Generated by certain buildings and Wonders, including the Capital Palace.
    • Can be used to purchase Tiles or Spies instead of Gold Gold
    • Must be used to implement new Policy Policies into the Government.
    • Must be used to make a City-State Influence Dependent
    • Must be used to perform certain Diplomatic actions, like establishing DC Agreements
  • Puppet Cities have been replaced with Influence Dependent Cities. They are similar, but provide no Unhapp 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 Influence: Respect Respect and Fear Fear
    • Respect Respect is gained by having goodwill towards other powers and by being strong in aspects other than warfare
    • Fear Fear is gained by having a powerful military force and proving capable of warfare
  • City-States with enough Influence Influence become Influence Tributaries, donating various resources to their host Civilization.
    • After being Influence Tributaries for long enough and having an exceptionally high amount of Influence Influence, City-States can become Influence Dependent upon a Civ in exchange for DC Administration
  • Influence Influence opens up new options in Diplomacy with foreign Civilizations.
    • Respect Respect opens up new DC Agreements
    • Fear 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 Liberty, Militarism Militarism, and Order Order
  • Implementing Policy Policies, completing Gov Sovereign Choices, and interacting with other Civilizations results in the accumulation of Ideo Ideology points in a certain Ideology.
  • After advancing to Ideology on the Civics tree, a Civilization can adopt an Ideo Ideology. The more points in an Ideology, the stronger it will be, giving better bonuses and allowing more Policy Tenants 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 Liberty grants Gov Democracy, which focuses on DC Administration
    • Militarism Militarism grants Gov Fascism, which focuses on Military Conquest
    • Order Order grants Gov Communism, which focuses on Production Production
  • Civilizations with the same Ideology have better relations, with DC 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
  • Unhapp 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
  • Policy Policies are unlocked by completing certain Policy Civics on the Civic Tree
  • New Policy Policies can be implemented into the current Gov Government using Culture Culture or DC Administration
    • Policy Policies may be turned off at any point, but require DC Administration to restore at a lesser cost than what was required to initially implement them.
  • Different types of Gov Government can be chosen with their own bonuses. Civilizations may switch between them by paying DC Administration but doing so will increase Unhapp Unhappiness for a period
    • Policy Tenants are special Policy Policies exclusive to one type of Gov Government; they are more expensive but also have stronger efects.
    • Each Gov Government has a limit on how many Policy Policies it may have actively implemented at one time, normally equal its natural DC Administration gain doubled.
    • Unlocking every Policy Tenant in a Gov Government will unlock its Gov Legacy Bonus, which applies to the Civilization even when they do not currently have that form
  • Gov 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 Ideo Ideology points

The table below lists all of the Gov Governments as well as their Policy Tenants


CivGovernment.png
+1 DC Chiefdom Default
-50% cost to implement each Policy Policy
CivGovernment.png
+3 DC Kingdom Science Law
+3 Culture Culture in the Capital Capital Legacy: +33% Culture Culture in the Capital Capital
CivPolicy.png
Monarchy +10% Food Growth and +4 Food Food in the Capital Capital
Science Empire
CivPolicy.png
Oligarchy +2 Production Production and -1 Unhapp Unhappiness for every two Pop Population in the Capital Capital
Science Military
CivPolicy.png
Aristocracy +10% Gold Gold and a random free Luxury in the Capital Capital
Science Trade
CivPolicy.png
Royalism +10% DC Administration and +4 Science in the Capital Capital
Science Politics
CivGovernment.png
+3 DC Republic Science Law
+1 Culture Culture in every City Legacy: +7% Culture Culture in every City
CivPolicy.png
Rep. 25% less Policy Policy cost increase from each new City founded
Science Empire
CivPolicy.png
Citizenship -2 Unhapp Unhappiness in every City
Science Craftmanship
CivPolicy.png
Federation +20% DC Administration yield in the Capital for every City in the empire
Science Politics
CivPolicy.png
Union Production Produce Workers and Settlers 50% faster in the Capital
Science Workforce
CivGovernment.png
+3 DC Statocracy Science Law
+2 Production building Resistance Military Units Legacy: +15% Production building Resistance Military Units
CivPolicy.png
Legalism Policy Policies cost 10% less and Gov Sovereign Choices cannot fail
Science Empire
CivPolicy.png
Tyranny Reduces Resistance Razing time to 1 Turn and decreases Unhapp Unhappiness from Occupied Cities
Science Craftmanship
CivPolicy.png
Imperium +2 Happiness Happiness and diminished Resistance Resistance for all Cities housing units
Science Politics
CivPolicy.png
Veterancy +20% Resistance Combat Strength to all Units and an additional 20% within Occupied Territory.
Science Military

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

  • Science Technologies and Culture Civics, collectively called Developments, must now be 'spread'. Upon being researched, the city with the highest Science Science/Culture Culture output put instantly recieve the Tech, and it will begin to spread to the rest of the empire. Cities with highest Science Science/Culture 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.
    • CertainScience Technologies boost the spreading of Developments, and the Science Internet Technology instantly spreads all Developments to all Cities as after it is researched.
  • The Science Technologies and Culture 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.
Science Technologies
TechTree.png
Culture Civics
CivicTree.png

Victory

  • The Culture Culture Victory in Civilization VII can be achieved by becoming the dominant Culture Culture. This occurs when at least 30% of all Cities have the same Culture Culture of the capital, and over 80% of all Cities have a Culture Child Culture to that of the Capital Capital.

Expansions

Terra nullius

Terranullius.png

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.png

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 Gold output is now primarily determined by the Gold Tax Rate of a Civilization
    • The higher the rate, the more Gold Gold will be generated from Economic Activity. However, a higher rate will also generate more Unhapp Unhappiness
    • Affected by Ideo Ideology
      • Under Liberty Liberty, government intervention in Economics is limited. More Gold Gold and GPP Great People Point are generated, but Unhapp Unhappiness is also boosted more. Thus, Taxes must be cut to maintain Happiness Happiness.
      • Under Order Order, the government spreads control of the Economy equally. Thus, Gold Gold is reduced, but Happiness Happiness is much higher. Tax Rate can be very high if needed.
      • Under Militarism Militarism, the government takes control of the Economy absolutely. Production Production becomes very strong, and external Gold Gold output is boosted, but Unhapp 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 Gold for other items, like Science Science, Resources, Products, or even Food Food
    • Intracivilizational Trade Routes now generate Gold Gold based on Gold 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 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.

Unique Ability
*
Leader Ability
Lycurgus
Unique Unit
Hoplite*
Unique Construct.
Acropolis*

Spartan: When producing military land units, DC Administration output (up to 15) is added to Production Production output every turn.

Civ7Roman.pngRoman
Unique Ability
Pax Romana
Leader Ability
Constantine I*
Unique Unit
Legion*
Unique Construct.
Baths*
Trade routes to and from Roman cities cannot be pillaged, and generate 10% more Gold Gold

Civ7British.pngBritish
Unique Ability
Sun Never Sets*
Leader Ability
Henry VIII*
Unique Unit
Longbowman*
Unique Construct.
Royal Harbour*

Civ7French.pngFrench
Unique Ability
*
Leader Ability
Charles de Gaulle*
Unique Unit
Muskateer*
Unique Construct.
Château*

Civ7German.pngGerman
Unique Ability
Furor Teutonicus*
Leader Ability
Angela Merkel*
Unique Unit
Panzer*
Unique Construct.
Hanse*

Civ7Spanish.pngSpanish
Unique Ability
*
Leader Ability
Ferdinand II*
Unique Unit
Tercio*
Unique Construct.
Cathedral*

Civ7Soviet.pngSoviet
Unique Ability
*
Leader Ability
Nikita Khruschev*
Unique Unit
*
Unique Construct.
*

Civ7Russian.pngRussian
Unique Ability
Motherlands
Leader Ability
*
Unique Unit
Cossack*
Unique Construct.
Krepost*
Russian Cities are more resistant to outside syncretism and diffusion, as is the Culture Culture produced in Moscow.

Civ7Nordic.pngNordic
Unique Ability
Viking Raiders*
Leader Ability
Leif Erikson*
Unique Unit
Longship
Unique Construct.
Stave Church*

Able to move onto tiles that have rivers at the cost of 4 HP per turn. Pillage extra Gold Gold from Cities, but deal less damage.

Civ7Egyptian.pngEgyptian
Unique Ability
Land of the Nile*
Leader Ability
Akhenaten*
Unique Unit
War Chariot*
Unique Construct.
Burial Tomb*

Civ7Moroccan.pngMoroccan
Unique Ability
Desert Kings*
Leader Ability
Ibn Tumart*
Unique Unit
Berber Cavalry*
Unique Construct.
Kasbah*

Civ7Kongolese.pngKongolese
Unique Ability
Bantu Heritage
Leader Ability
Mvemba a Nzinga*
Unique Unit
Adarguerios*
Unique Construct.
Zimbabwe*
Settlers have +1 Movement. +1 Food Food for Bonus Resources which can be found in the Capital.

Civ7Malian.pngMalian
Unique Ability
*
Leader Ability
Sunni Ali*
Unique Unit
Mandekalu*
Unique Construct.
Mud Pyramid*

Civ7Ethiopian.pngEthiopian
Unique Ability
Independence Fighters*
Leader Ability
*
Unique Unit
Mehal Sefari*
Unique Construct.
Stele*

Civ7Arabian.pngArabian
Unique Ability
Dar al
Leader Ability
Umar I*
Unique Unit
Camel Archer*
Unique Construct.
Bazaar*
+20% Gold Gold from Trade Routes with Cities with the primary Arabian culture and +5% Culture Culture.

Civ7Turkic.pngTurkic
Unique Ability
Tanzimat*
Leader Ability
Mehmed II*
Unique Unit
Janissary*
Unique Construct.
*

Civ7Persian.pngPersian
Unique Ability
*
Leader Ability
Cyrus the Great*
Unique Unit
Immortal*
Unique Construct.
Qanat*

Civ7Indian.pngIndian
Unique Ability
*
Leader Ability
Akbar the Great*
Unique Unit
Varu*
Unique Construct.
Stepwell*

Civ7Mongolian.pngMongolian
Unique Ability
Pastoral Warriors*
Leader Ability
Kublai Khan*
Unique Unit
Keshik*
Unique Construct.
*

Civ7Chinese.pngChinese
Unique Ability
Cultural Revolution*
Leader Ability
Mao Zedong*
Unique Unit
Red Guard
Unique Construct.
Steel Furnace

Purges cities of outside Cultural influence and produces points towards the current Ideo Ideology.

Build in Neighborhoods. +1 Steel generation per Pop Population
Civ7Japanese.pngJapanese
Unique Ability
Rising Sun*
Leader Ability
Emperor Meiji*
Unique Unit
Samurai*
Unique Construct.
Electronic Factory*

Civ7Aztec.pngAztec
Unique Ability
Ritual Sacrifice
Leader Ability
Monteczuma I
Unique Unit
Eagle Warrior
Unique Construct.
Chinapa
Gain ability to sacrifice 1 Pop Population in a city to earn 25% of the current Culture Culture.

Tributary: Gold output doubled in Puppeted cities.

1 additional Movement Point. Earn Culture from initiating battles.

Improvement built on Lake tiles that provides 5 Food
Civ7Incan.pngIncan
Unique Ability
Sons of Inti
Leader Ability
Pachacuti
Unique Unit
Hatun Runas
Unique Construct.
Huaca
Bonus Resources that yield Food Food now yield +2 Food Food.

Andes Mountain Trails: Hills within 5 Tiles of Incan or allied territory force no Movement penalty to Incan units.

Replace Warriors. Slightly stronger and require no Gold Gold or Food Food maintenance fees.

Replaces the Monument. Gives +3 Culture Culture
Civ7Brazilian.pngBrazilian
Unique Ability
Life of the Rainforest*
Leader Ability
*
Unique Unit
Pracinha*
Unique Construct.
*

Civ7American.pngAmerican
Unique Ability
Manifest Destiny
Leader Ability
John F. Kennedy
Unique Unit
Navy SEAL
Unique Construct.
Film Studio
Technologies travel between cities twice as fast. Cities on the same continent as the Capital gain 5% Growth

Space Race: Complete Science projects in 33% less time, but complete other projects in 20% more time.

Replaces Marines. Starts with the Amphibious III promotion, doubling it's attack power from the Coast or over a River.

Unlocked with Mass Media, built in the Cultural Center. Provides an additional 3 Culture , 2 Happiness , and a unique Product, Movie

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 1 Envoy 3 Envoys 6 Envoys
Religious +2 Faith in the Capital Capital +2 Faith in every Holy Site +1 Faith in every District
Scientific +2 Science in the Capital Capital +2 Science in every Campus +1 Science in every District
Trade +2 Gold in the Capital Capital +2 Gold in every Market +1 Gold in every District
Cultural +2 Culture in the Capital Capital +2 Culture in every Threate Square +1 Culture in every District
Industrial +2 Production in the Capital Capital +2 Production in every Commercial Hub +1 Production in every District
Militaristic +2 Production in the Capital Capital +2 Production in every Encampment +1 Production in every District

List of City-States

City-State Suzerain Bonus
Kandy Apostle units start with two Promotions and Inquisitors with one
Yerevan Allows Pillar improvements for +2 Faith Faith and +1 Culture Culture
Karbala Faith Faith from Relics ×2, +1 Faith Faith per Great Work
Ouidah Converts to your religion and spreads it as if it were a Faith Holy City
Amsterdam +2 Science Science and +1 Culture Culture per District
Geneva 50% more Influence per turn.
Stockholm Earn 2 random Science Eurekas! every era.
Santiago Buildings provide an additional Great Person point.
Milan +1 Happiness Happiness per Gold Trade Route earning 8+ Gold Gold
Zanzibar Trader units are immune to being plundered
Singapore Trading Posts provide +2 Gold Gold per Gold Trade Route
Zurich Gold Trade Routes provide +1 Gold for every excess Happiness Happiness
Florence Trade Routes provide +2 Culture Culture per District in the Target City
Vilinius Earn 2 random Culture Inspirations per era.
Nan Madol +3 Culture Culture for each District adjacent to the Coast.
Mohenjo-daro All Cities gain an extra level of Food Water Adequacy
Toronto Bonus Resources provides +½ Happiness Happiness
Cape Town Harbour Buildings cost no Gold Maintenence
Algiers Regional effects from Districts reach twice as far.
Sydney 25% Production Production towards current Era Wonders.
Preslav Cavalry units gain 5 Strength when fighting on Hills.
Valletta Units gain 25% more Experience in battles.
Genoa Navals units require 15% less Production Production
Pyongyang Purchasing units requires 15% less Gold Gold

Resources

Eras
Farm
Plantation
Pasture
Camp
Fishing Boat
Mine
Oil Rig

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 Happiness to the City and can be Traded or turned into Products.


Bonus Resources
Stategic Resources
Luxury Resources
Resource BYM IYM
Wheat +1 Food +1 Production +1 Food
Bananas +1 Food +1 Gold
Sheep +1 Food +1 Production +1 Gold
Cattle +1 Food +1 Production +1 Food
Deer +1 Production +1 Food
Fish +1 Food +1 Food
Copper +2 Production +1 Production +1 Gold
Resource BYM IYM
Horses +1 Production +1 Production
Iron +1 Production +1 Science
Nitre +1 Food +1 Production
Coal +1 Production +1 Production
Oil +1 Production +1 Production
Aluminum +1 Production
Uranium +1 Production -4 Food
Resource BYM IYM Product
Cinnamon +2 Gold +1 Culture Rolls (+1 Food )
Cocoa +3 Gold +1 Gold Chocolate (+1 Food )
Coffee +1 Culture +2 Gold Frappe (+1 Science )
Cotton +3 Gold +1 Gold Textile (+4 Gold )
Dyes +1 Faith +2 Gold Pigment (+1 Culture )
Incense +1 Faith +2 Gold Candles (+1 Culture )
Sugar +2 Food +2 Gold Candy (+4 Gold )
Tea +1 Science +2 Gold Drink (+4 Gold )
Silk +1 Culture +1 Faith Cloth (+4 Gold )
Wine +1 Faith +2 Gold Bottle (+2 Culture )
Crabs +2 Gold +1 Food Seafood (+3 Food )
Whales +2 Food +1 Gold Whale Oil (+3 Production )
Pearls +2 Gold +1 Faith Necklace (+3 Gold )
Ivory +2 Production +2 Gold Horn (+1 Culture )
Furs +1 Gold +2 Gold Jacket (+4 Gold )
Marble +1 Culture +2 Production Granite (+3 Production )
Diamonds +3 Gold +1 Production Ring (+4 Gold )
Salt +2 Food +1 Gold Pepper (+3 Food )
Silver +3 Gold +2 Production Necklace (+4 Culture )

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
Feature
Terrain BYM
Coast +1 Food , +1 Gold
Desert
Grassland +2 Food
Lake +1 Food , +1 Gold
Ocean +1 Food
Plains +1 Food , +1 Production
Tundra +1 Food
Snow
Feature BYM Notes
Cliffs Cannot embark
Hills +1 Production Defense bonus
Ice Impassable
Marsh +1 Food
Mountain Impassable
Oasis +3 Food Provides Fresh Water
Jungle +1 Food Decreases Appeal
River
Woods +1 Production

Natural Wonders

Wonder ABYM Notes
Cliffs of Dover +3 Culture Culture, +2 Gold Gold Cannot Embark from or to; gives Fresh Water
Crater Lake +4 Faith Faith, +1 Science Science Defensive Bonus to Fear Military Units
Dead Sea +2 Science Science, +2 Culture Culture Fear Saline Promotion: Embarked Speed +1
Galapagos +3 Science Science, +1 Culture Culture Random Science Eureka! upon discovery
Great Reef +2 Food Food, +2 Science Science +3 GPP Great Scientist points
Mt. Everest +3 Faith Faith, +1 Culture Culture Faith Refuge promotion: ignore negative Terrain effects
Mt. Kilimanjaro +3 Food Food, +1 Culture Culture +3 GPP Great Prophet points
Patanal +1 Food Food, +1 Culture Culture Bonus extends four tiles rather than two tiles
Pippiotahi +2 Gold Gold, +1 Culture Culture Bonus extends three tiles rather than two tiles
Torres del Paine n/A 2× to yields on adjacent tiles
Tsingy +3 Science Science, +1 Culture Culture Attack Bonus to Fear Military Units
Yosemite +3 Gold Gold, +2 Culture Culture Free Production 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
StudioLillie inverted.png
This page was written by .lennongrad (tbc). Feel free to copy any code used on this article or the templates within; no permission needed! And make sure to have a good day :)
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