Civilization VII: A Complete Guide to All Major Changes from Civilization VI

Civilization VII introduces several major changes and new features that significantly evolve the series’ classic 4X strategy gameplay. Here’s a comprehensive look at the key differences between Civilization VI and VII.

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Fundamental Changes to Game Structure

  • New Three-Age System:
    • Civilization VII replaces the traditional multiple eras with just three ages: Antiquity, Exploration, and Modern.
    • Each age is more distinct and impactful than previous era transitions.
    • Players choose a new civilization when entering each new age, with options based on their previous choices and gameplay style.
    • The system aims to prevent early-game advantages from snowballing and keep late-game gameplay engaging[1][2].
  • Crisis Events and Policies:
    • Each age culminates in Crisis events, which require players to adopt Crisis Policies—negative effects that impact gameplay[2][5].
  • Legacy Paths:
    • Players can pursue achievements in “Legacy Paths” during the first two ages, such as building World Wonders in the Antiquity age for cultural dominance[2].

Leaders and Civilizations

  • Leaders Decoupled from Civilizations:
    • Any leader can lead any civilization.
    • Leaders aren’t necessarily historical heads of state (e.g., Benjamin Franklin is a leader option)[1][2].
  • New Leader Attribute System:
    • Lets players customize leader strengths with points.
  • Age-Specific Civilizations:
    • Each age has its own unique set of civilizations to choose from[2].

City Management and Development

  • New Towns System:
    • Settlers now found towns instead of cities.
    • Towns have no production queue and automatically convert Production into Gold.
    • Towns can be specialized (farming, mining, military fort, trade outpost, etc.).
    • Towns can be upgraded to full cities by spending Gold, with cost increasing based on existing city count[1][4].
  • City Changes:
    • Cities no longer automatically expand to new tiles.
    • Players choose which adjacent tiles to annex when cities grow.
    • Worker units have been removed—improvements are added automatically to new tiles.
    • City tiles are now classified as “rural” or “urban”.
    • Urban districts can contain any combination of buildings rather than being specialized.
    • Walls can be built in each urban district, requiring invaders to breach multiple fortifications[2][4].

Military and Combat

  • Commander Units:
    • New special military units that lead armies.
    • Only Commander units can gain experience and receive promotions.
    • Provide passive bonuses to nearby units.
    • Can stack other units for group movement.
    • Can issue tactical orders to nearby units with attack bonuses[6].
  • Other Military Changes:
    • Individual units no longer gain experience or promotions.
    • Units can fortify and build actual fortifications.
    • Proper flanking bonuses added—attack direction matters.
    • Units can embark over shallow water by default[6].

Diplomacy and Trade

  • New Influence System:
    • Influence is a new resource spent on diplomatic actions.
    • Used for positive actions like gaining city-state loyalty and making agreements.
    • Can also be used for negative actions like sanctions or military infiltration.
    • Can spend Influence to prevent relationship deterioration[6].
  • Other Diplomatic Changes:
    • War Support and War Weariness mechanics added.
    • Trade system streamlined to focus on broader relationships rather than individual deals.
    • Independent Powers replace Barbarians and can potentially become City-States[2].

Additional Features

  • Cross-Progression Elements:
    • New Legends system tracks achievements across multiple playthroughs.
    • Mementos system provides persistent rewards that carry over between games.
    • Nearly 100 unique Mementos to earn that provide various bonuses.
  • Narrative Events:
    • New system presents players with choices that impact their civilization’s development.
    • Over 1000 different narrative events at launch.
    • Events offer approximately equal value rewards but shape civilization’s character.
  • Technical Features:
    • Cross-platform multiplayer between PC and consoles.
    • Games can span all three ages or focus on just one age.
    • Supports up to 8 players (varies by platform and age).

 

References:
– [Civilization 7’s new features: a revamped three-age structure, towns, navigable rivers, and more](https://www.pcgamer.com/games/strategy/civilization-7-new-features/) – Tyler Wilde, PC Gamer, August 20, 2024
– [PC Gamer Summary of changes in civ7](https://forums.civfanatics.com/threads/pc-gamer-summary-of-changes-in-civ7.691496/) – SupremacyKing2, Civilization Fanatics Center Forums, August 23, 2024
– [7 Biggest Civ 7 Differences From Civ 6](https://www.youtube.com/watch?v=mGK-K-eGLrk) – Eurogamer, February 12, 2025
– [Civilization 7: Everything we know about the first new Civ game in …](https://www.pcgamer.com/games/strategy/civilization-7-release-date-ages-changes/) – PC Gamer
– [MASTER the 5 KEY NEW FEATURES in Civ 7!](https://www.youtube.com/watch?v=3Ql3hMLivBc) – JumboPixel, February 5, 2025

Citations:
[1] https://www.ign.com/wikis/civilization-7/Biggest_Civ_7_Changes_for_Civ_6_Players
[2] https://forums.civfanatics.com/threads/pc-gamer-summary-of-changes-in-civ7.691496/
[3] https://www.youtube.com/watch?v=QFGuiqUnWHM
[4] https://www.pcgamer.com/games/strategy/civilization-7-release-date-ages-changes/
[5] https://www.youtube.com/watch?v=3Ql3hMLivBc
[6] https://www.pcgamer.com/games/strategy/civilization-7-new-features/
[7] https://www.thegamer.com/civilization-7-guide-to-resources/
[8] https://www.pcgamer.com/civilization-7/

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