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Sid Meier's Civilization 7: Anno Domini
Civilization 7 Anno Domini
Developer(s) Darklight Studios 4
Publisher(s) Logo
Platform(s) Visus Sphere, PC
Genre(s) Turn-Based Strategy, City Builder
Series Civilization (series)
Sid Meier's Civilization 7: Anno Domini is an upcoming Turn-Based City Building Strategy Game for the Visus Sphere, Nintendo Switch and PC, developed by Darklight Studios. It is the 7th numbered entry in the Civilization Franchise and is also the end result of Firaxis Games acquiring the rights to the Anno series from Ubisoft. The game continues the Civilization style of gameplay but features a much more in-depth city building aspect with a more complex combat system and revamped AI and gameplay.

Gameplay

Gameplay is split up into turns between Civilizations controlled by players and potentially AI as well as City States, Barbarians and Tribes. Each Civilization, City State, Band of Barbarians and Tribe take turns moving units, beginning, investing and completing construction of specific structures and units as well as conducting trade agreements, researching technologies and cultures and numerous other activities.

In a Single Player Game the player's Civilization is always the first to make a move while in Multiplayer Games it is each or all Player controlled Civilizations whom make the first move. Then AI Civilizations, City States, Barbarians and lastly Tribes.

The player's main goal is to achieve one of several Victory Types through various means, these can be boosted by the player's Civilization's bonuses such as increasing Combat Power, granting unique ways to gain Culture, boosting Scientific Research, increasing production rates and raising up the economy among other things. There are 7 Victory Conditions in Civilization 7: Anno Domini; Score, Domination, Scientific, Economic, Cultural, Religious & Wonderous. The Economic and Wonderous Victories are new to this game while the others maintain their victory conditions from Civilization 6.

Economic Victory is achieved when the player has amassed enough wealth to buy the Grand Trade Tower, buying this unique wonder begins the Economic Victory, this then allows all Civilizations to begin buying ownership of other civilizations' cities. While all cities start out with 3 of its 8 shares owned by the original civilization that was in control, the 5 other shares can be bought based on the value of the city and sold as well. A Civilization can only buy 1 share in each city per turn however to prevent immediate victory, in addition, AI will sell shares to boost their economy and buy units if they need to. Once a Civilization has bought out every city on the map they will win by Economic Victory.

Wonderous Victory achieved when a player constructs 50% or more of the wonders in Civilization 7: Anno Domini. While fairly simple this requires a very high amount of Production to complete as Wonders now take longer to build with the exception of the Civilization-Specific Wonders.

Combat in this game has changed to include new options, instead of simply Attacking there are now options for how to attack, these include Light and Heavy Attacks, the prior does less damage but bolsters defense in case of a revenge attack, the latter deals more damage but leaves the unit vulnerable on the enemy's turn. In addition Revenge Attacks occur when that unit was struck by its target on the target's last turn, Revenge Attacks are not a separate type of attack but rather are a boost. Furthermore, flanking returns again, and can be performed by the stacked unit types now as well. Stacked units also return now with 5 levels; Squad (1 Unit), Patrol (2 Units), Battalion (3 Units), Brigade (4 Units) & Corps (5 Units). If a Stacked Unit has more stacks than its opponent they can perform a flanking attack through shear numbers to overwhelm the opponent. Furthermore, units now have combat visibility, this is impacted by the terrain and is directly stated while a unit is on that tile under the unit's information, this is only true of the player's units of course. Combat Visibility impacts the likelihood of DMG hitting that unit, units are able to camouflage to reduce this chance even more and some units later game and unique units benefit from certain tiles reducing their Combat Visibility greatly.

Like in Civilization 6 Builders maintain a charge based usage, able to construct improvements in a single turn but only with a set number of charges before disappearing for good. Each Era adds an additional charge now, starting with the Ancient Era which begins workers off with 2 charges. In addition Workers can be used on tiles where wonders are being built to speed up construction.

The biggest change between Civilization 6 and Civilization 7: Anno Domini is the focus on City Building, unlike previous Civilization Games, Civilization 7: Anno Domini has a massive grid system of hexagons which is many times larger than its predecessors. This new system allows for the construction of buildings instead of districts, these buildings must be placed on grids around the city or other buildings. Various structures like the City Center, Wonders and certain buildings require more than one tile now with their size depending on the buidling itself. City Centers take up a 7 Hex space (2,3,2 pattern) while wonders will have numerous shapes, some more complex than others, such as while Stonehenge has a simple hex-shaped requirement like the City Center, the Hanging Gardens have a diamond shape requirement and the pyramids have three diamond shapes (albeit smaller). While the grid is still hexagonal overall these shaped are made out of the hexagonal tiles. In addition to buildings taking up more than 1 tile, some units can take up more than one tile, most artillery fit into this category and larger stacked units do as well.

Civilizations

There are a total of 30 Civilizations in Civilization 7: Anno Domini, there are 3 new Civilizations; The Australians, The Hungarians & The Nubians while the rest are returning countries from previous Civilization games.

Civilization Civ Ability Leader AI Agenda Unique Unit Unique Infrastructure Unique Wonder

American

American Colours

Franklin D. Roosevelt

During war, Military units gain 25% more experience while fighting on other Nation's territory

Increases favourability if they have a Declaration of Friendship shared between you anre 3 other civilizations

P-51 Mustang

Minuteman

Film Studio Statue of Liberty

Arabian

Arabian Colours

Shammar Yahri'sh

Capturing a enemy city yields a copy of the unit that captured the city

Will give better deals to Civilizations following their Religion and worse deals to Civilizations with other Religions

Camel Archer

Mamluk

Madrassa Diamond Tower

Australian

Australian Colours

Sir Robert Menzies

Does not receive negative unhappiness from different governments of neighbouring civilizations

Will pay better for Luxury Resources than other Civilizations and will focus on developing Cities near Natural Wonders

Austeyr Rifleman

Royal Highlanders

Queenslander House Sydney Opera House

Aztec

Aztec Colours

Montezuma

Luxury Resources that are worked provide an amenity to all player cities with trade routes to that city

Likes Civilizations with Grassy Tiles in all their cities, dislikes Civilizations with no Grassy Tiles in their cities

Jaguar Warrior

Eagle Warrior

Tlachtli Templo Mayor

Babylonian

Babylon Colours

King Nebuchadnezzar II

Population decreases Civic and Tech costs by 1% per 2 people in each city

Likes Civilizations which haven't built their unique wonders, dislikes Civilizations with more Wonders than them

Holy Chariot

Explorer

Ziggurat Hanging Gardens of Babylon

Brazilian

Brazilian Colours

Tancredo Neves

Receive +20 Science to Brazil for every Civilization that has the same government as Brazil

Likes Civilizations that give them gold for Luxury Resources, dislikes Civilizations that don't trade with them regularly

Pracinha

Minas Geraes

Parade Roads Cristo Redentor

Byzantine

Byzantine Colours

John I Tzimiskes

Spies are twice as likely to stop technology being stolen from Byzantine Cities

Likes Civilizations following their religion, dislikes Civilizations that convert their cities to another religion

Dromon

Cataphract

Tirilye Church Hagia Sophia

Celtic

Celtic Colours

Boudicca

Military Units garrisoned in cities produce +1 Faith, Celtic Military Units constructed in cities with the Celtic's religion begin with a free upgrade

Likes Civilizations that declare war on the Celts' enemies, dislikes Civilizations that declare war recklessly

Gaul

Pictish Warrior

Ceilidh Hall Stonehenge

Chinese

Chinese Colours

Emperor Wen of Sui

+2 Gold for every 5 citizens in the Capital City

Likes Civilizations that have cities far away from Chinese Cities, dislikes Civilizations with cities with lots of wonders

Chu-Ko-Nu

Crouching Tiger

Paper Maker Forbidden Palace

Dutch

Dutch Colours

William the Silent

Cities created from Tribes begin with 5 citizens and automatically create 12 houses around the city's center

Likes Civilizations with less Happiness than Denmark, dislikes Civilizations with more Happiness than Denmark

Sea Beggar

Swiss Mercenary

Polder Farm Muiden Castle

Egyptian

Egyptian Colours

Ramesses II

Wonders cost 20% less production to build

Likes Civilizations who have less Production in their Capital City than Egypt has in Thebes

Warrior Chariot

Khopesh Warrior

Burial Tomb Great Sphinx of Giza

English

English Colours

Winston Churchill

Coastal Cities produce +1 Food and +1 Production for every improvement but -1 Culture for every Ocean Tile in its territory

Likes Civilizations that join their wars on their side, dislikes Civilizations that economically support their enemies

Red Coat

Man-O-War

British Dockyard Big Ben

French

French Colours

Henry IV

+2 Gold for every Wonder constructed in a French city

Likes Civilizations that use espionage against their enemies, dislikes Civilizations that use espionage against the French

Musketeer

Chassepot

Chateau Versailles

German

German Colours

Otto I

New cities founded begin with +3 Food, +3 Production and +3 Gold if they are at least 15 tiles away from any other city

Likes Civilizations that protect Germany's City-States, dislikes Civilizations that become allies with Germany's City-States

Landsknecht

Panzer

Hanse Brandenburg Gate

Ghanaian

Ghana Colours

Kwame Nkrumah

Gain 400 Gold and a free Tech Discovery for every Natural Wonder ofund

Likes Civilizations that don't have their Capital on the same continent as Ghana's Capital, Dislikes Civilizations who attack Ghana's Capital

Caneman

Commando

Castle Temple Independence Arch

Greek

Greek Colours

Theseus

Improved tiles with animals requiring Animal Husandry give an additional +1 Food, Production and Gold

Likes Civilizations that are culturally weaker than them, dislikes Civilizations that are culturally stronger than them

Hoplites

Phalanx

Odeon Colosseum Parthenon Temple

Hungarian

Hungarian Colours

Stephen I

+2 Culture for every city following Hungary's religion, cities are 50% more resistant to Inquisitors

Likes Civilizations with far away from each other, dislikes Civilizations with their Capital completely protected

Cristobal Carbine

Sheperd Axeman

Lukacs Baths Buda Castle

Indian

Indian Colours

Ghandi

Population Growth requires 50% less food and Desert Tiles yield +1 Food when worked

War Elephant

Maratha Warriors

Stepwell Taj Mahal

Iroquois

Iroquoise Colours

Joseph Cook

Units increase Combat Power by 20% when fighting either in open territory or on borders

Mowhawk Warrior

Mounted Warrior

Longhouse

(Replaces Standard House)

Longhouse Castle

Japanese

Japanese Colours

Toyotomi Hideyoshi

Pre-Industrial Units don't require Strategic Resources to be created

Samurai

Zero

Electronics Factory Himeji Castle

Korean

Korean Colours

Sejong the Great

The first settler constructs two cities 8 tiles away from the Settler's location

Hwacha

Turtle Ship

Seowon Gyeongbokgung

Mongol

Mongolian Colours

Genghis Khan

When a Mongolian Military Unit defeats a barbarian or barbarian Camp there is a 50% chance they will join the Mongols

Keshik

Khan

Ger Tsenkher Hot Spa

Moroccan

Moroccan Colours

Abul-Aish Ahmad

+2 Food from all Luxury Resources and Natural Wonders in Morocco's territory

Berber Cavalry

Goumier

Kasbah Volubilis

Nubian

Nubian Colours

King Piye

+1 Food and Production in each city while at war with enemy units in the player's territory

Nubian Archer

Masai Warrior

Vault Jebel Barkal Pyramids

Ottoman

Ottoman Colours

Osman I

Gain an additional Wildcard Civic Slot regardless of government type

Janissary

Sipahi

Theological Schools Dolmabace Palace

Persian

Persian Colours

Cyrus the Great

+1 Food, Production and Gold for every annexed Capital City of another Civilization

Immortal

Sparabara

Satrap's Court Shah Mosque

Peruvian

Peru Colours

Tupac Amaru II

Great Generals produce copies of whatever unit they are on when they are used, Scouts begin with +1 Visibility

Shilka

Su-25

Historic Centre Cusco Cathedral

Roman

Roman Colours

Augustus Caesar

+10% Production towards buildings already in the city's territory

Legion

Ballista

City Baths Verona Arena

Russian

Russian Colours

Nikita Khrushchev

+2 Food in Russian Cities when there is a war not involving Russia going on

Cossack

Zveno Aircraft Carrier

Krepost Kremlin

Spanish

Spanish Colours

Philip II

Gain 100 Gold for every Civic researched

Tercio

Conquistador

Mission Alhambra

Swedish

Swedish Colours

Charles XII

All Military Units gain a promotion if the Swedish Capital is lost, +2 Gold from Sea Trade Routes

Hakkapeliitta

Carolean

District Court House Gripsholm Castle

Zulu

Zulu Colours

Shaka

Units increase Combat Power by 50% when fighting a more advanced enemy unit

Impi

Assegai

Ikhanda Luthuli Farewell Square

Tech Tree

Tech Tree Civ 7

The Tech Tree once again returns as a way for the player and AI civilizations as well as City-States and Barbarians to become more technologically advanced, unlocking new buildings, wonders, units and abilities. The Tech Tree is split up by eras with numerous techs in each era;

  • Ancient Era - 13 Techs
  • Classical Era - 9 Techs
  • Medieval Era - 10 Techs
  • Renaissance Era - 11 Techs
  • Industrial Era - 10 Techs
  • Modern Era - 9 Techs
  • Atomic Era - 9 Techs
  • Information Era - 12 Techs

Once the Tech Tree is completed players can repeatedly research Future Tech to increase their score. The Tech Tree is necessary to achieve the Scientific Victory, in Civilization 7: Anno Domini, the aim is to create the first Learning Robot, this requires the technologies; Servers, Robotics, Satellites, Nuclear Fusion & Nanotechnology.

Civic Tree

Civic Tree Civ 7

The Civic Tree returns from Civilization 6 acting like it did in that game as a parallel to the Tech Tree although requiring Culture instead of Science to unlock the civics. The Cultural Victory has been revamped and is no longer focused on Tourism due to the innevitability of such a Victory Condition, instead Cultural Victory comes from annexing a certain number of City-States through Diplomacy, said diplomacy can be achieved through gifts, quests and attaining specific requirements. This Victory can be locked out by an aggressive nation however which could conquer enough City-States to prevent the Diplomatic annexing to occur.

  • Ancient Era - 12 Civics
  • Classical Era - 12 Civics
  • Medieval Era - 13 Civics
  • Renaissance Era - 11 Civics
  • Industrial Era - 10 Civics
  • Modern Era - 17 Civics
  • Atomic Era - 6 Civics
  • Information Era - 2 Civics

Types of Government

There are numerous Government types available in Civilization 7: Anno Domini, these government types are unlocked through the Civic Tree and each give a certain distribution of bonus slots to help improve the civilization. Not all Government Types are unlocked from the start, most must be researched through the Civic Tree to be found.

Government Civic Req. Government Bonus Civic Slots
Chiefdom None None Military SlotEconomic SlotDiplomatic SlotScientific Slot
Autocracy Political Philosphy Produce Wonders faster Military SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotDiplomatic SlotScientific SlotWildcard Slot
Classical Republic Political Philosphy Great Person generates faster Military SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotScientific SlotScientific SlotWildcard Slot
Oligarchy Political Philosphy Bonus Experience for Combat Units Military SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotScientific SlotWildcard SlotWildcard Slot
Military Rule Feudalism Military Units cost 50% less to maintain Military SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotScientific SlotWildcard SlotWildcard Slot
Holy Empire Divine Right +2 Gold if the city has a dominant relgion Military SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotWildcard Slot
Monarchy Fairytales +2 Housing in any City with Walls Military SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotScientific SlotWildcard SlotWildcard Slot
Theocracy Reformed Church Faith costs 25% less to buy units and buildings Military SlotMilitary SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotWildcard SlotWildcard Slot
Mechant Republic Exploration +3 Gold to the player from all Trade Routes Military SlotEconomic SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotWildcard SlotWildcard Slot
Meritocracy The Enlightenment +25% Great Person Point Generation Military SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotScientific SlotWildcard SlotWildcard Slot
Timocracy Nationalism +1 Gold for every 5 people in a city Military SlotMilitary SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotWildcard SlotWildcard SlotWildcard Slot
Corporatocracy Mass Media +1 Happiness for every 40 Culture Military SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotScientific SlotScientific SlotWildcard SlotWildcard SlotWildcard Slot
Demarchy Ideology Cities do not rebel and population does not decrease due to Unhappiness Military SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotScientific SlotWildcard SlotWildcard Slot
Democracy Suffrage Bordering City-States Friendship remains 15 higher than usual Military SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotScientific SlotScientific SlotWildcard SlotWildcard SlotWildcard Slot
Fascism Totalitarianism Gain 3 Military Units identical to the one that captures an enemy city Military SlotMilitary SlotMilitary SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotScientific SlotWildcard SlotWildcard SlotWildcard SlotWildcard Slot
Communism Class Struggle Generate a Military Unit for every 2 Factories built Military SlotMilitary SlotMilitary SlotEconomic SlotEconomic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotDiplomatic SlotScientific SlotScientific SlotScientific SlotScientific SlotScientific SlotScientific SlotWildcard SlotWildcard SlotWildcard Slot

Buildings

In Civilization 7 there are 3 types of buildings that can be made; City Center Buildings, Terrain Buildings and Wonders. City Center Buildings are mostly early game buildings and only include a select few which do not require to be built on the terrain around the city and instead tend to have higher than normal production costs. Terrain Buildings are buildings that must be built on one of the tiles connected to the city center, this does not mean they are directly connected to the City Center but must at least be built in some connection to it, whether through a series of other buildings or along a road/railroad. In late game eras technologies allow for this to be negated allowing buildings to be built anywhere in the city's territory. Lastly Wonders are very large buildings that do not have to be next to the city center and to provide the requirements for Terrain Buildings making them even more useful than before. As with other Civ Games, Wonders provide incredible bonuses but have by far the greatest amount of Production required.

City Center Buildings

Only a select group of buildings now fall under this category, most of these buildings are early game and take a while to build, this is due to the fact that at the time there is very little that can be built. The buildings are generally the first ones the players and AI will build even if they unlock Terrain Buildings and Wonders early on as the City Center Buildings are useful at warding off Barbarians and provide general bonuses to all aspects of a City.

  • Monument - No Technologies Required - +1; Food, Production, Culture, Gold, Science & Faith in a City
  • Tower - Requires Construction - +15 City Defense, can build a new Tower for every 8 Citizens in the City
  • Fort - Requires Castles - +70 City Defense, can build a new Fort for every 20 Citizens in the City
  • City Temple - Requires Mysticism - +5 Faith, +1 to every Shrine in the City's Range
  • City Library - Requires Writing - +5 Science, +1 to every Library in the City's Range
  • Armoury - Requires Military Engineering - +50 Combat Experience for all melee and ranged units trained in the city
  • Hall - Requires Early Empire - +3 Culture, +1 Gold in a City
  • Sewer System - Requires Sanitation - +10% Housing in the City
  • Cinema - Requires Mass Media - +4 Culture and +25% Great Person Generation in the City
  • Department of Security - Requires Independence - +45 City Defense in the City
  • Department of Agriculture - Requires Fertilizer - +4 Food to Farms in the City's Range
  • Department of Commerce - Requires Economics - +20 Gold in the City
  • Department of Defense - Requires Modern Warfare - +100 City Defense in the City
  • Department of Energy - Requires Combustion - +8 Production in the City
  • Department of Education - Requires Urbanization - +6 Science to all Schools and Universities in the City's Range
  • Department of Health - Requires Penicillin - 50% of Food is carried over when the Population increases
  • Department of Housing - Requires Suburbia - +25% Housing in Housing Buildings in the City's Range
  • Department of Justice - Requires Anticipated Rebellion - Prevents the City from changing Ideologies if captured
  • Department of Labour - Requires Capitalism - +5 Production towards Units in the City
  • Department of Transportation - Requires Railroad - Allows City Effects to carry on Roads and Railroads and a 3 Tile Radius around those Roads and Railroads, the City's Effect Range also increases by 5 Tiles

Terrain Buildings

TBA

Wonders

Wonder Tech/Civic Requirement Bonuses
Great Pyramids Masonry
??? ???
Statue of Zeus Early Empire
Temple of Artemis Mysticism
Mausoleum at Halicarnassus Teachings
Colossus of Rhodes Bronze Working
Lighthouse at Alexandria Sailing
Oracle of Delos Foreign Trading
Petra Calendar
Moai Statues Supply & Demand
Almedres Cromlech Astrology
Ziggurat of Ur Writing
Chichen Itza Stockpiles
Library of Alexandria Mathematics
Terracotta Army Iron Working
Stoplesteinan Celestial Navigation
Volubilis Classes of Society
Banaue Rice Terraces Currency
Obelisk of Axum Military Training
Sigiriya Advanced Scouting
Dun Carloway Shipbuilding
Sanchi Stupa Theology
Porta Nigra Engineering
Maison Carree Recorded History
Balkerne Gate Construction
Basilica Argentaria Defensive Tactics
Great Wall of China Military Tactics
Angkor Wat Divine Right
Borobudur Guilds (Civic)
Great Mosque of Djenne Advanced Military Training
Notre Dame Education
Porcelian Tower Military Engineering
Leaning Tower of Pisa Physics
Gigante De Atacama Apprenticeship
Church of St. George Dynamic Religion
Buda Castle Castles
Cahokia Mounds Civil Service
Dajti Castle Medieval Faires
Pavilion of Prince Teng Defense Forces
Po Nagar Outposts
Qasr Amra Guilds (Technology)
Beihai Park Compass
Macchu Picchu Banking
Bredon Barn Mass Production
Globe Theatre The Enlightenment
My Son Humanism
Sistine Chapel Architecture
Steiner Tor Siege Tactics
Uffizi Civil Agreements
Louvre Printing
Auberge De Provence Diplomatic Service
Blarney Castle Metallurgy
Ca' d'Oro Exploration
Shah Mosque Mercantilism
Wat Pho Metal Casting
Red Fort Rifling
Kinderdijk Windmills Fertilizer
Bell Rock Lighthouse Colonialism
Rose Hall Nationalism
Castle of Good Hope Advanced Combat
Citadelle Laferriere Military Science
Broadway Opera & Ballet
Eiffel Tower Industrialization
Neuschwanstein Symphonics
Prora Urbanization
Sewer System Sanitation
Gold Museum Economics
The Mermaid Statue Natural History
Wind River Ranch Biology
Brooklyn Bridge Civil Engineering
Hoover Dam Scientific Theory
Pentagon Replaceable Parts
Itaipu Dam Steel
Zuiderzee Works Suburbia
Astrodome Electricity
Bohus Fortress Archaeology
Coudenberg Artistic Flux
Tomb of Nur Jahan Combustion
Wulzburg Museum Catalogues
Devil's Farmhouse Conservatism
Grand Palace Art of War
Villa Olmo Radio
Lockgate Mill Refrigeration
CN Tower Computers
Hubble Space Telescope Space Race
Three Gorges Dam Advanced Ballistics
Petronas Towers Synthetic Materials
Taipei 101 Anticipated Rebellion
Hi Chi Minh Mausoleum Cultural Heritage
Channel Tunnel Plastics
El Escorial Rapid Development
Kashiwazaki-Kariwa Power Plant Nuclear Fission
Pikeville Cut-Through Cold War
Rungardo Stadium Professional Sports
Chris Hani Baragwanath Hospital Penicillin
Sky Mile Tower Composites
The Free Internet Social Media & Servers
UN Headquarters United Nations
Eden Garden Ecology
Sentient AI Robotics
International Space Station Satellites
Large Hadron Collider Nuclear Fusion

Maps

Maps of Civilization VII: Anno Domini can vary greatly, not only in size but in how they affect playstyle, maps can vary in temperature, forestation, water %, aridness, resourcefulness & scale. Several default maps appear, depicting locations on Earth, Earth itself and converted versions of Venus and Mars, in addition several maps will randomly generate themselves when chosen and will change for each game. In addition players can select seeds which will use a specific designation to generate their maps.

The sizes of maps are colossal in comparison to previous Civilization Games due to the new City mechanics these are the new map size options and their hex sizes;

  • Duel - 124 Horizontal x 89 Vertical
  • Micro - 248 Horizontal x 178 Vertical
  • Mini - 372 Horizontal x 267 Vertical
  • Small - 744 Horizontal x 534 Vertical
  • Standard - 1116 Horizontal x 801 Vertical
  • Large - 2232 Horizontal x 1602 Vertical
  • Giant - 3348 Horizontal x 2403 Vertical
  • Huge - 6696 Horizontal x 4806 Vertical
  • Colossal - 10044 Horizontal x 7209 Vertical

Due to the large size of the maps this can make the game at time taxing on computers that are not properly designed to run the game. Like Civilization 6 the game uses a mixture of realisism and cartoonism to show its world and characters. An example of a map is the Duel Earth Map shown below, this is a very basic overlay and only shows the basic terrain types; Grassy, Plains, Rocky, Arid, Icy, Coast & Ocean.

Duel Map Size

Due to Wikia's Image Size Limit the Standard Size Map cannot be uploaded, go to this link to see the map

Terrain

Bases

There are 7 Base Terrain Types, these function not only as the rules to where resources can be placed but also impact how other terrain factors appear.

  • Grassy - Grassy Terrain will yield +2 Food and is generally the most difficult to traverse without technologies
  • Plains - Plains Terrain will yield +1 Food and +1 Prouduction and is commonly where topography can prove the most difficult
  • Rocky - Rocky Terrain yield's depend on their location, if they are less than 20% of the Maps' Vertical Axis Hexes away from the North or South Border then they will yield +1 Production and are called Tundras while the remaining 60% of Rocky Terrain is simply called Rocky and yields +2 Production, the terrain is the most likely to have randomly generated minerals and is one of the only two ways to get impassable terrain, via Rocky Mountains (the other being Ocean Trenches)
  • Arid - Arid Terrain has no yields and reduces vision depending on wind factors, it is the most inhospitable terrain unless optimized with buildings like Petra or Outposts
  • Icy - Icy Terrain will yield +1 Production
  • Coast - Coast Terrain will yield +1 Food and +1 Production and is the most common place for most Sea Resources, Coast that is not connected to Ocean is referred to as Lakes and yields +2 Food and +1 Production
  • Ocean - Ocean Terrain will yield +2 Food and has some of the most useful Late Game resources, it is often the last tile a city will expand to and has one of the only two ways to make impassable terrain, via Ocean Trenches (the other being Rocky Mountains)

Temperature

Temperature plays a role in the terrain of the game as it can now affect the type of terrain and can even raise and lower ocean levels of the tiles. The Glacial Cycle can be started at four points depending on what is chosen in the setup. These are; Glacial, Warming, Greenhouse & Cooling. As Temperature increases or decreases terrains can change, forests/jungles/woods/etc. can appear and disappear and animals that aren't being worked can migrate across the map tile by tile.

  • Temperature Increase
    • Grassy becomes Plains
    • Plains becomes Arid if Hex is greater than 20% of Vertical Hexes away from the North or South Boundaries
      • Plains cannot have this happen if they have Forests/Jungles/Woods/Bushes or Plant Reosurces on them
    • Plains become Rocky if Hex is equal to or less than 20% of Vertical Hexes away from the North or South Boundaries
      • Plains cannot have this happen if they have Forests/Jungles/Woods/Bushes or Plant Reosurces on them
    • Rivers have a chance of turning into Coast/Lake Tiles if there is a Coast or Lake tile connected to the river
    • Icy becomes Coastal
    • If there is Coastal next to Icy and the Icy becomes Coastal, the Coastal will become Ocean assuming the new Ocean Tile does not neighbour a non-coast or ocean tile
    • Winds Increase in proportion
    • Forests/Jungles/Woods/Bushes and Plant Resources can disappear
  • Temperature Neutralizes
    • Plains becomes Grassy
    • Arid becomes Plains
    • Rocky becomes Plains
    • Coast/Lake have a chance to turn into rivers if they are not bordering an ocean tile
    • Ice, Coast and Ocean Tiles return to original map's tile layout
    • Winds return to normal
    • Forests/Jungles/Woods/Bushes and Plant Resources can appear or become more abundant
  • Temperature Decreases
    • Grassy becomes Plains
    • Plains become Rocky if Hex is equal to or less than 30% of Vertical Hexes away from the North or South Boundaries
      • Plains cannot have this happen if they have Forests/Jungles/Woods/Bushes or Plant Reosurces on them
    • Ocean has a chance to become Coast Tile
    • Coast has a chance to become Icy Tile if it is surrounded by Coast and/or Icy Tiles
    • Winds Decrease in proportion
    • Forests/Jungles/Woods/Bushes and Plant Resources can disappear

Other Factors

A selection of factors can be chosen from the main menu which can impact how the map changes throughout the game, some of these are under the same option however so only one of those can be chosen while others have sub-options of their own to allow for greater customization.

The following Factors can be altered in how they impact the game, each one can be affected individually and can all can be active, inactive or some combination of the two.

  • Temperature Variance - Impacts the severity of the Glaciation Fluxuation, making it either more or less extreme
  • Droplets - Can create random Cold or Hot Spots on the map for a few turns, increases or decreases frequency with slider
  • Mountainess - For randomly generated maps, this determines the amount of mountains on a map with integers at; 0-30% with 5% intervals
  • Forestness - For randomly generated maps, this determines the ammount of Forest/Woods/Bushes on a map with integers at; 0-80% with 5% intervals
  • Barbarianism - Changes the aggressiveness and intelligence of the Barbarians from mostly harmless to civilization conquering
  • Hospitality Index - This index determines how fertile the soil is for a city's population growth, a lower HI will make even the best terrain pretty poor for growing while bad terrain like snow will be near ininhabitable, whereas a higher HI will make bad terrain not too bad for growing cities and the best terrain will become incredible ways to increases a city's population

The following Factors can only be activated separate of each other, they fall under three categories and only one from each can be chosen (each category also has a none option).

  • External Force
    • Ice Aging - The world becomes colder over the whole game, although there is still a Glacial Cycle
    • Greenhousing - The world becomes hotter over the whole game, although there is still a Glacial Cycle
    • Desertification - Plains Tiles will randomly become desert tiles throughout the game although this does not impact the Glacial Cycle
    • Forest Overgrowth - Forest/Woods/Bushes Tiles will randomly appeara throughout the game although this does not impact the Glacial Cycle
    • Tectonic Shifting - Mountains and Hills move around the map slowly and can gradually appear and disappear
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