10 Features In Civ 7 That Will Reduce Micromanagement

18 hours ago

One of the biggest concerns for developers astatine Firaxis and fans of the franchise is simply a simplification successful micromanagement tasks for Sid Meier's Civilization 7 compared to Civ 6 and erstwhile installments. So far, done their assorted Civ Streams and Dev Diaries, Firaxis has revealed galore of Civ 7's gameplay updates and caller features aimed astatine reducing micromanagement, either by simplifying erstwhile systems oregon re-imagining them entirely.

Some of these updates are beauteous major, specified arsenic the three-Ages structure, portion others are much subtle - though apt conscionable arsenic impactful. These changes travel astatine a outgo to immoderate players who precise overmuch enjoyed peculiar aspects of erstwhile games, similar Religion's relation successful Civ 6, for example. Here's a look astatine 10 features successful Civilization 7 that volition trim micromanagement.

10 Civ 7 Is Broken Into Three Distinct Chapters Called Ages

A New Age

The biggest alteration by acold to Civilization 7 that volition yet trim micromanagement and different symptom points is the remodeling of the crippled into chiseled chapters, oregon Ages: the Antiquity, Exploration, and Modern Ages. Compared to Civ 6's 9 Eras (with the Gathering Storm expansion), changes crossed Ages relation otherwise than an Era change, and each Age starts somewhat caller with lone definite features carrying implicit to the adjacent Age.

Leaders from Mauryan and Egypt from Civ 7

Related

This New Civ 7 Feature Makes Choices Matter More During The Antiquity Age

The summation of Discoveries during the Antiquity Age volition marque choices substance successful Sid Meier's Civilization 7, much truthful than the goody huts from Civ 6.

A caller Age "resets" things to a definite extent. For example, if a civilization is astatine warfare astatine the extremity of the Antiquity Age, each their units volition beryllium relocated (presumably successful their ain territory), and the warfare is efficaciously ended, although diplomatic relations with opponents volition transportation over. Further, only definite units are disposable successful definite Ages, specified arsenic Naval units becoming disposable successful the Exploration Age.

9 Builders Are Replaced With City Growth Events

Bye Bye Builders

Instead of meticulously improving each tile successful a metropolis 3 Builder charges astatine a time, similar successful Civ 6, a caller City Growth strategy is astatine play successful Civ 7 that replaces Builder units with a mechanic based connected colonisation growth. Builder and Worker units from the past 2 Civ games had to beryllium micromanaged from crook to turn, making tiny improvements oregon constructing unsocial buildings.

The City Growth events successful Civ 7 let players to conception buildings and make municipality districts oregon spot improvements connected agrarian districts. Growth Events besides relation to expand the city's borders with a Culture Bomb that spreads to each adjacent tiles. Replacing the Builder units is portion of an overhaul to metropolis improvement successful Civ 7 that besides serves to alteration "tall play," oregon the quality to amended yields without needfully expanding the empire outward.

8 There Is No Religious Victory In Civ 7

Losing Your Religion

One large alteration that volition dramatically trim micromanagement is the mode Religion works successful Civ 7, which wholly removes the Religious Victory information and allocates Religion's relevance to the Exploration Age, which developers reason tracks much successful a humanities sense. In Civ 6, Religion and Faith were integral to each run and added a furniture of micromanagement connected the aforesaid level arsenic a Domination Victory.

Players are really not capable to suffer their Religion successful Civilization 7, dissimilar Civ 6, and each subordinate is guaranteed a Religion. There is nary longer a contention to get the last Great Prophet.

In Civ 7, Religion plays a comparatively smaller role, with the Exploration Age's Cultural Legacy Path being wherever it is astir prominent. This Legacy Path requires spreading a Religion to municipality and agrarian populations to get Relics, which are needed to scope milestones on the Cultural way successful pursuit of a Golden Modern Age. By allocating Religious Units to one-third of a campaign, the wide portion absorption crossed an full lucifer is greatly reduced.

7 Commander Units Move Multiple Troops At Once

Support The Troops

As portion of reducing micromanagement crossed the board, a caller combat strategy successful Civ 7 includes a caller Commander portion that tin load up and stack troops and transportation them crossed agelong distances. This serves to little the fig of clicks taken portion waging war, and implements amended siege warfare mechanics that impact deploying troops strategically successful hexes surrounding the Commander.

Character from Civilization 7 with Score Victory

Related

Civ 7's Score Victory Is Based On A New Core Gameplay Feature

Civilization 7's Score Victory is based connected Legacy Points alternatively of Civilization 6's system, and volition necessitate completing circumstantial objectives.

The summation of the Commander portion besides removes the request to beforehand idiosyncratic subject units. Commanders volition person 5 antithetic promotion trees that tin beryllium added to passim each 3 Ages, arsenic Commanders are 1 of the lone units successful the crippled that tin basal the trial of time. This adds a caller furniture of strategy to subject combat, some offensively and defensively, and removes the much menial aspects of combat from erstwhile games.

Land, Ho!

One tedious facet of Civ 6 naval combat and exploration is that ships person to beryllium successful location territory successful bid to heal. When playing connected monolithic maps oregon attempting to transverse expansive oceans, this diagnostic tin go precise frustrating. In Civ 7, this mechanic became implausible due to the fact that of a caller mechanic causing Oceans to inflict harm connected ships automatically each turn, presumably to imitate the unsmooth seas experienced connected aboriginal exploration voyages.

In Civ 7, it's imaginable for naval units to walk a crook connected immoderate coastal tile to heal a definite magnitude of health, removing the chore of navigating ALL the mode backmost to location territory conscionable to past walk a fewer turns stretching those oversea legs backmost to afloat capacity. This volition dramatically trim the magnitude of clip and fig of clicks needed to heal naval units passim a campaign.

5 The Military Legacy Path Isn't Just About Domination

Making Military Sense

In erstwhile Civ games, a Domination Victory could go incredibly daunting, requiring players to determination an overwhelming fig of units each crook arsenic they painstakingly effort to seizure each opponent's superior city. Civ 7's Military Victory requires a spot much nuanced strategy and less units - oregon astatine slightest less units that players person to negociate each crook acknowledgment to the aforementioned Commanders.

A person  from Civ 7 lasting  adjacent  to a person  from Civ 6 with a conflict  going connected  down  them successful  Civ 7

Related

Civ 7's Emergent Narratives & Narrative Events System Explained

Civ 7 developers precocious explained immoderate details astir the caller Emergent Narratives and Narrative Events strategy players volition spot successful Civilization 7.

A Military Victory successful Civ 7 does not necessitate implicit Domination, but alternatively builds done the Military Legacy Path crossed the Ages, culminating successful the Modern Age Victory Condition project, Operation Ivy. In the Modern Age, players request to accrue 20 Ideology points by capturing oregon reclaiming immoderate Settlement for the archetypal time, meaning it's nary longer indispensable to conquer each opponent's territory and players tin wage much targeted and focused wars.

4 Towns Do Not Have Production Queues

Talk Of The Town

One highly tedious diagnostic of erstwhile Civ games is the galore Production queues for each metropolis that necessitate players' attention arsenic they turn their civilization implicit time. In Civ 7, this is mitigated to immoderate grade done a restructuring of however Settlements work.

Civ 7's starting portion is called a Founder and is the lone 1 of its benignant successful the game; this portion establishes a starting Capital metropolis and is the jumping disconnected constituent for a campaign. Therein, Settler units are created to task retired and found Towns. These Towns really bash not person Production queues, and alternatively allow players to prime a Focus that volition automatically make that Town successful a definite direction. The Focus persists done that Age, and Towns tin beryllium upgraded to cities with Gold.

3 Soft Settlement Cap

Strategic Growth Over Unchecked Sprawl

Civ 7 volition present a brushed Settlement headdress that encourages "strategic maturation implicit unchecked sprawl" and increases implicit clip and with assets investment. This headdress is intended to promote much businesslike civilization maturation that requires much thoughtful planning. Civ 6 has nary specified cap, and allows unchecked maturation that yet becomes cumbersome. The Settlement headdress successful Civ 7 is simply a brushed cap, truthful erstwhile a subordinate exceeds it, they person a –5 Happiness punishment for each Settlement implicit the limit.

"With less Towns and Cities, determination are much options for maturation and improvement wrong the existing borders that volition promote a instrumentality to gangly play."

This volition yet trim over-settling into a sprawling empire that becomes unmanageable, oregon necessitate immoderate superior diplomatic skills to equilibrium the Happiness penalty. With less Towns and Cities, determination are much options for maturation and improvement wrong the existing borders that volition promote a instrumentality to "tall play" strategies from earlier Civ games.

2 There Are No Specialty Districts In Civ 7

A District Delighted

The specialty districts from Civ 6 required pre-builiding a peculiar benignant of territory and constructing the associated buildings wrong each one, specified arsenic a Theater Square territory and its Amphitheater, Art Museum, etc. These specialty districts adhd an unnecessary furniture of complexity and micromanagement that volition nary longer beryllium in Civ 7 arsenic it has reworked the full territory mechanic from the crushed up.

Leaders from Civilization 6 with mod villages

Related

10 Mods To Help You Actually Finish A Game Of Civ 6

Only fractional of players person ever finished a crippled of Civilization 6, but these 10 mods should assistance anyone struggling with the endgame slog.

Districts successful Civ 7 are present established arsenic soon arsenic a gathering is placed connected an municipality tile. According to Dev Diary #3, "each Urban tile has 2 Building slots that tin clasp immoderate benignant of Building, allowing you to customize each District to suit your strategy." The removal of specialty districts allows a much flexible city-building approach, and volition trim the micromanagement and tedium of placing each specialty territory successful the cleanable location.

1 Railroads Allow All Units To Fast Travel In The Modern Age

All Aboard!

Harriet Tubman crosses her arms successful  beforehand   of a wide   presumption    of the representation  successful  Civ 7, with fireworks going off. Custom Image by Lee D'Amato

A cardinal diagnostic of the Modern Age that volition alteration rapidly traveling betwixt settlements is the caller railroad mechanic in Civ 7. This diagnostic volition fundamentally let accelerated traveling betwixt cities and towns with established obstruction stations, and volition greatly trim the fig of clicks required for moving units crossed the map. Railroads tin beryllium established aboriginal successful the Modern Age betwixt immoderate 2 settlements (i.e. cities oregon towns) that person a obstruction station, and having an progressive railroad enables factories to beryllium built successful that location, which are a large constituent of Modern Age Legacy Paths.

Napoleon from Civilization 7 with Hawaii

Related

Civ 7 Exploration Age: All Known Features Of The Hawaiian Civilization (So Far)

Sid Meier's Civilization 7 volition present the Hawaiian civilization during the Exploration Age, featuring unsocial abilities, buildings, and units.

While these are conscionable immoderate of the examples of large changes to Civ 7 that volition yet alteration the tedious elements of Civ gameplay, determination are bound to beryllium galore much tiny features passim the crippled that volition service the aforesaid purpose. These 10 Civilization 7 features volition decidedly trim micromanagement passim each campaign, and springiness players a much balanced acquisition overall.

Sources: Civ 7 Dev Diaries, Civ Streams (1, 2, 3)

sid-meier-s-civilization-vii-tag-page-cover-art.jpg

Your changes person been saved

Sid Meier's Civilization VII empowers players to usher their empires done 3 chiseled Ages—Antiquity, Exploration, and Modern—each offering unsocial civilizations and challenges. For the archetypal time, leaders and civilizations tin beryllium mixed and matched, allowing unprecedented strategical combinations.

Grand Strategy

Turn-Based Strategy

4X

Franchise Sid Meier's Civilization

Released February 11, 2025

Developer(s) Firaxis Games

Publisher(s) 2K

Multiplayer Online Multiplayer

ESRB t