“Civilization VII Review: An Extensive Revamp Tackles the Series’ Enduring Challenges”

"Civilization VII Review: An Extensive Revamp Tackles the Series' Enduring Challenges"

“Civilization VII Review: An Extensive Revamp Tackles the Series’ Enduring Challenges”


**Civilization VII: Introducing a New Chapter in Strategy Gaming**

The Civilization series has consistently captivated strategy gamers, providing them with the opportunity to steer their selected civilization from the earliest days of humanity to the advanced era of space exploration. With the launch of *Civilization VII*, Firaxis Games has unveiled a daring new perspective for the series, one that redefines its fundamental mechanics while preserving the engaging “one more turn” gameplay that fans have adored for generations. Yet, with any substantial transformation, not every alteration will receive unanimous approval. Let us explore what sets *Civilization VII* apart as a significant development for the 4X genre and where it has potential for further evolution.

### **A New Structural Framework: The Ages System**

One of the most notable modifications in *Civilization VII* is the advent of the “ages” system, which replaces the conventional “eras” seen in earlier installments. Rather than advancing through a sequential timeline of historical epochs, the game is now segmented into three distinct ages: Antiquity, Exploration, and Modern. Each age acts almost like an independent game, complete with its own technology and cultural trees, exclusive buildings, units, and even tailored victory conditions.

#### **Mechanics**
– **Age Transitions:** All players shift from one age to the next at the same time, highlighted by a summary screen that marks the transition. This shift resets specific systems, like tech trees, while retaining bonuses gained through “legacy paths.”
– **Legacy Paths:** These paths correlate with traditional victory types—economic, military, science, and culture—and offer a structured sequence of objectives. Completing these tasks earns points that can be allocated to bonuses for the upcoming age.
– **Crisis Events:** As each age concludes, a “crisis” event (e.g., a plague) presents unique challenges and choices, enhancing tension and variety in gameplay.

#### **Significance**
This innovative framework addresses several persistent issues in the series, such as fatigue in the late game and snowballing. By resetting certain systems at the end of each age, *Civilization VII* provides a more equitable playing field and keeps competition engaging. However, the last moves of an age can feel awkward, as players might hesitate to invest in technologies or units that could soon be rendered irrelevant.

### **Leaders and Civilizations: A Break from Tradition**

In a contentious shift from past titles, *Civilization VII* dissociates leaders from their respective civilizations. Consequently, players can associate historical personalities like Benjamin Franklin with civilizations such as Persia, resulting in combinations that may frustrate traditionalists but grant enhanced strategic options.

#### **Age-Specific Civilizations**
At the close of each age, players must choose a new civilization for the subsequent phase of the game. The options available are influenced by the player’s earlier decisions and accomplishments, with a tendency towards historically plausible transitions (for instance, from Rome to Spain). This structure mirrors the complex evolution of real-world cultures and enables more nuanced balancing of civilization advantages.

#### **Advantages and Disadvantages**
– **Advantages:** This modification empowers Firaxis to create age-specific bonuses and mechanics, enriching the tactical complexity of each phase. It also reduces the imbalance observed in previous installments, where certain civilizations performed exceptionally well in early stages but struggled later on.
– **Disadvantages:** The deviation from historical accuracy may not sit well with some players, and frequent civilization changes might disrupt immersion.

### **Eliminating Unnecessary Tasks: Farewell, Builders**

One of the most appreciated changes in *Civilization VII* is the elimination of worker units (known as builders in *Civ VI*). Players now manage these tasks directly from the city view rather than having to command units to build improvements manually. This refinement minimizes micromanagement and integrates more fluidly with the urban district system introduced in *Civ VI*.

#### **Military Unit Revamp**
The game also reassesses the “one-unit-per-tile” rule from *Civ V*. Players can now group up to five units under a military leader, streamlining army movements while maintaining strategic depth. This approach alleviates the monotony of managing extensive armies during late-game scenarios.

### **Diplomacy and Influence: An Innovative Take**

Historically, diplomacy has often been a weak aspect of the Civilization series, but *Civilization VII* incorporates a new “influence” yield that simplifies and enriches this dimension of the game. Influence can be employed to:
– Cultivate favor with independent settlements (a blend of city-states and barbarian factions).
– Engage in espionage activities, such as stealing technologies or sabotaging initiatives.
– Shape war support, enabling players to influence global sentiment during conflicts.

This framework enhances the intuitiveness and reward of diplomacy, transforming it from a mundane task into a significant strategic asset.

### **Towns and Cities: A Dual-Level Settlement System**

Newly established settlements now initiate as towns rather than cities. Towns possess limited production abilities yet have the potential to expand and specialize,