Sid Meier’s Civilization VII review: a bold step into strategy

a world map with era symbols: Antiquity, Exploration and Modern in Sid Meier's Civilization VII

In collaboration with 2K, Firaxis Games merges the well-loved civilization-based strategy game Sid Meier’s Civilization VII into one unified franchise. It is scheduled to launch on February 11, 2025, for Microsoft Windows, macOS, Linux, Nintendo Switch, PS4, PS5, Xbox One, Steam Deck, and Xbox Series X/S. Civ VII seeks to incorporate brand-new mechanics into the game along with enhancing the familiar formula. Deluxe and Founder’s Edition players have had access to the game since February 6.

A new perspective on epoch progression

The changes that Civilization VII implements are aimed at increasing the usability and overall gameplay features of the title. Perhaps the most important change is the restructured ages of the game, splitting the title into eras:

  • Antiquity. This initial age is focused on forming civilizations and comes with an introduction to independent factions. These factions have the potential to turn into city-states based on how players decide to interact with them.
  • Exploration. Players turn their focus towards furthering the scope of their resources and civilization by seeking out new territories and other civilizations. This era focuses heavily on expansion.
  • Modern. The last age focuses on the battle for supremacy. Players construct armies and cities while competing for dominance by strictly military force or other means.

Leaders and civilizations reimagined

Civ VII explores new avenues as it breaks the mold set by the previous versions by eliminating leaders from specific civilizations. Users first choose a leader with a special skill set and then get to pick a civilization, thus enabling tactical blends and personalized gameplay. At the start of each new age, players can select a new civilization, gaining access to new abilities, units, and wonders, resulting in a dynamically evolving gameplay experience.

Civilizations remain in Sid Meier’s Civilization 7, but leaders are no longer tied to those nations.

This new method provides the opportunity for innovation and flexibility in formulating game tactics as players advance through the game. The scope for “leaders” has been greatly loosened as they do not have to be restricted to a state head. These now include, philosophers, religious figures, scientists, and so on. Players can, for example, decide to play as Benjamin Franklin, who is not a head of state.

Effortless city management and resource allocation

Civilization VII’s goal is to reduce micromanagement to make city resource allocation and city development more efficient. Settlers now create towns rather than cities, which transform production straight into gold. Towns can then be converted into units and buildings, and gold can be used to buy them. Automatic city expansion is no longer possible; players are required to manually annex new tiles to the city once they reach a certain size.

Workers are now obsolete because new tiles are automatically assigned with improvements like farms and mines. City tiles are classified as either rural or urban, with urban tiles containing buildings. Each urban district has walls, which fortify districts that must be breached by invaders to capture a city.

Cities and towns can now have strategically managed resources assigned to them, which increases their value beyond merely being trade commodities. This system promotes the specialization of cities and systematic resource management.

Crisis events and legacy paths

At the end of each age, players will face Crisis events, requiring them to adopt Crisis Policies to mitigate the often negative consequences. These events motivate the user to think strategically in a minimal amount of time.

In the first two ages, players are encouraged to complete goals in “legacy paths.” For example, building many World Wonders in the Antiquity Age provides a chance to secure an early cultural lead.

Combating end-game fatigue

Firaxis adds these changes to try to solve end-game fatigue, an issue prevalent in previous Civilization games. The aim is to keep the player interested throughout the game and combat the “snowballing” effect, which makes mid to late-game decisions feel inconsequential.

In simplistic terms, Civ 6 players get bored or disengaged around the midpoint, but Civ 7 hopes players will find enjoyment from start to finish.

The term “snowballing” in games follows the same reasoning as the Matthew effect in sociology, which states the easier something is to start, the more benefits it gives, making the gap between the successful and unsuccessful even wider.

Civilization VII tries to balance the game by attempting to create an environment in which players can catch up and introduce new obstacles.

Potential drawbacks

Some issues could come with changes made in Civ VII. For instance, the new system of age progression may feel very speedy, which might be an issue for some players, while the restriction on the number of civilizations at the start of each age may limit player options. Players would also have to adjust the game length to accommodate the fast pace of the game.

A promising step forward

There is a lot of hope with Sid Meier’s Civilization VII. It looks like how the series is approached is changing fundamentally, as with the rest of the games today. Sid Meier’s seems to be hoping to tackle the engagement gap by overhauling key gameplay processes, unlinking leaders and civilizations, and simplifying city management systems. Civilization VII feels like an unprecedented transformation in turn-based strategy games, but surely it will require some polish at places as its many features have extensive outcomes on veteran and new players alike.

Platforms: PC, Nintendo Switch, PlayStation 4/5, Xbox One/Series X|S.

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