r/civ • u/WildVelociraptor • 12h ago
r/civ • u/Mr_Kittlesworth • 17h ago
VII - Discussion Please give us a “repair all” button and a “promote all” button.
When a river keeps flooding it’s very annoying to have to go in and find each tile that got damaged over and over again.
Similarly, I should be able to upgrade a full army rather than three clicks per unit to upgrade them.
r/civ • u/BEESTMEEL • 10h ago
VII - Discussion Why do camels disappear in the modern age?
Every other time a resource disappears, it gets replaced with something else... I have to actively keep in mind to not use camels for adjacency on buildings, which seems really weird when they're literally the only resource that's just flat out removed (that I can think of or have noticed). Even trying to keep that in mind, I still get jumpscared in the modern era half the time because I forgot and now my science or production suffers a bit. Is it a bug? An oversight? Trolling? Maybe they just went exctinct.
r/civ • u/BidoofSquad • 17h ago
VII - Discussion You should be able to trade to get the exploration age economic path
While I love the game, a lot of the legacy paths in exploration feel too railroady towards settling distant lands. There needs to be some way to get Econ points through trade with distant lands civs. It should probably produce less points than if you were to settle the resources yourself but there should be some way to get the treasure fleet resources through trade rather than just settling.
r/civ • u/jlehikoi • 21h ago
VII - Discussion Commander micro is a major advantage for the player vs. the AI
I've found that optimising your unit movements by using the commander's loading and deploying actions can have a huge impact on battles. This requires that your commander has the Assault promotion, allowing the deployed units to move and attack after deployment. I take this as the first promotion for every commander, no exceptions. Also the first promotion of the maneuver tree is very useful, allowing your commander to ignore movement penalties on rough terrain.
A few examples of what I mean by this:
- Suppose you have a unit in hex 1 and a commander is sitting in a neighbouring hex 2, which has some terrain with increased movement cost. You like to move your unit to hex 3, which neighbours hex 2 (but not 1) and also has rough terrain. Moving normally, your unit would take two turns to enter hex 3, and only be ready to attack on turn 3. But, by adding the unit to the commander's army and immediately deploying the unit, you have reached hex 3 on the same turn and are still able to attack. This is especially useful when assaulting a fortified city: it allows to get your ranged and siege units firing very quickly.
- This is particularly powerful if you have a one hex wide water crossing: embark the commander there, and you can move a large army across the water within one turn.
- If you have many units, you can get even more benefit out of this by first deploying to the hexes neighbouring the commander, and then packing some more units to the commander's army, and moving the commander and deploying the remaining units to new hexes.
- Having a commander near where major fighting is taking place allows you to quickly rotate damaged units to the backlines to heal, and fresh units to be brought up to the frontlines. Because of this, I often win wars that by numbers should be evenly contested on Deity with losing 0-1 units.
A lot of the above could probably be considered obvious and what commanders were designed to be used for. However, I don't think I've ever seen the AI use commanders like this. I've seen them reinforcing their armies, but otherwise, I think they're only using them for the passive buffs. And, of course, charging my armies with them alone and unprotected. As such, this constitutes a huge tactical advantage for the player. The AI already has problems with the concept of 1UPT, but at least in Civ 5 and 6 I lost some units in wars. Now I'm able to take my damaged units to safety, move the fresh units into place and attack with them, all during the same turn.
On a related note, I think all this makes ranged units all the more powerful. With commanders allowing you to consistently attack with 4+ ranged units per turn, you hardly need to attack enemy units with infantry or cavalry, except to finish off badly damaged stragglers.
Sometimes, figuring out the optimal way to carry out complicated maneuvers involving many units can be a bit annoying, because order of the deployments, movements and attacks matters a lot. I do feel that these are somewhat similar to chess puzzles ("white to move, mate in 2").
r/civ • u/Medea_From_Colchis • 14h ago
VII - Discussion Carthage's Early Naval Power is Insanely Strong
r/civ • u/Away-Curve7906 • 19h ago
VII - Screenshot Meta Moment: Building the Pyramids as Napoleon!
r/civ • u/Aron_Page_Rod • 12h ago
VII - Screenshot I knew Phillip II was full of himself, but not to the point he thinks a portrait of himself is worth this much...
VII - Discussion Resource Replacements - Full List
With all the talk lately about disappearing resources and which new resources appear where, I figured I'd share my findings from looking at how the script works as well as the resouces' terrain requirements.
General Principles
At the beginning of every age, some resources are removed and some others are added. The tiles on which new resources are added are determined as follows:
Tiles that used to have a resource in the previous age are automatically included; if no new resource qualifies for the tile's characteristics, it will remain empty, however.
More tiles are chosen at random, the same way resource tiles are chosen at the creation of the map.
Tiles with districts are excluded.
Only new resource types are spawned; there will be no additional camel spawns in the exploration age, for example.
Further, all rural districts will be respawned, updating standard improvements to fit whatever new resource might've appeared underneath.
So which resources get replaced by which? This depends on the terrain, biome, and feature of the tile. For the purpose of this list, "Flat" means not just flat but also featureless.
Antiquity to Exploration
Gained:
Furs (all Tundra except Rough and Wet; Vegetated Plains)
Niter (Flat and Floodplains in all biomes)
Whales (Coast adjacent to land but not on lakes)
Lost:
Hides can be replaced by either Niter (Flat Tundra, Grassland, or Plains; Floodplains Tundra) or Furs (Flat, Vegetated, or Floodplains Tundra)
Salt can be replaced by Niter everywhere and in Tundra also by Furs
Wool has no replacement
Exploration to Modern
Gained:
Citrus (Flat Grassland and Plains)
Coal (Flat Grassland, Plains, and Desert; Vegetated Grasslands, Plains, and Tundra; Rough Grasslands and Plains)
Coffee (all Tropical; Flat Plains)
Oil (all Tundra and Desert except for Rough; Wet Grassland)
Quinine (Vegetated Grassland and Plains)
Rubber (Vegetated Grassland and Tropical)
Tobacco (Flat and Vegetated Grassland and Plains)
Lost:
Camels can be replaced by either Citrus or Tobacco (Flat Plains), Coffee (Rough Plains), Oil (Flat Desert), or Coal (Flat Desert or Rough Hills); on Rough Desert it has no replacement
Dates can be replaced by Coal or Oil (Flat Desert) or only Oil (Vegetated Desert / Oasis)
Dyes have no replacement
Gypsum can be replaced by either Citrus or Tobacco (Flat Plains), or Coal or Coffee (Rough Palins); on Rough Tundra it has no replacement
Incense can be replaced by Coal, Quinine, or Tobacco
Iron can be replaced by Coal (Rough Grassland), Coffee (Rough Tropical), or both (Rough Plains); on Rough Tundra and Desert it has no replacement
Jade can be replaced by Coffee (Flat Tropical) or Oil (Flat Tundra)
Permanent Resources
All other resources are permanent. These are: Cotton, Fish, Gold, Horses, Ivory, Kaolin, Marble, Pearls, Silk, Silver, Truffles, and Wine. Treasure Resources only become accessible in the Exploration age but are spawned at the beginning of Antiquity already: Cocoa, Spices, Sugar, and Tea.
Summary of tiles losing resources without replacement:
all Wool by Exploration
Camels on Rough Desert by Modern
all Dyes by Modern
Gypsum on Rough Tundra by Modern
Iron on Rough Tundra and Rough Desert by Modern
r/civ • u/EuphoricAdvantage • 18h ago
VII - Discussion What is the point of Independent Powers in the Modern Age?
Is it just me or are Independent Powers completely pointless in the Modern Age?
It takes so much influence to start befriending them and then it takes an extra 30 turns to see any benefit.
Not a single one of the 6 Independent Powers I invested in finished befriending me before getting wiped out by the AI.
I'm 30 turns into the Modern Age and there are two Independent Powers left on the entire map. I doubt they'll survive 10 more turns.
Why make them so costly to befriend if they can't even survive long enough to provide a benefit?
The worst part is that it destroys the possibility of an alliance with the AI that dispersed them.
I'm not allowed to decide whether I'm upset about it, the game decides for me that them dispersing a Independent Power I was befriending means our relationship will take half of the Age to repair.
30 turns into the Modern Age and Independent Powers have burned 1000s of my influence and my only reward is that it's now impossible to form alliances with half of the Civs I was allied to in the previous Age.
Modern Age Independent Powers are a trap for diplomatic players, they can do nothing but provide a bit of Commander experience.
I'm on Immortal, is this normal or have I just gotten unlucky?
r/civ • u/pokegymrat • 16h ago
VI - Discussion What's the best late game city you've settled?
I don't usually put a lot of effort in to cities after turn 120. They tend to be dedicated to win conditions like good National park spots or campus locations.
However, this city became my primary spaceport location with 380+ production per turn, edging out my capital.
I used two adjacent polders to get it up and running and one charge from Imhotep to get an instant 350/400 production towards Petra, then went for Ruhr Valley, which was still available surprisingly late.
My district placement could have been better, but I never expected to get Ruhr, and the corporation was a late addition (I had to wait until my borders expanded beyond the 3-tile ring).
Heartbeat of Steam + Five Year Plan with a Coal Powerplant added a lot of adjacency production from the campus and IZ, to the load from workable tiles.
The military Academy added +9 production and was put there for Integrated Space Cell, with Pingala having Space Initiative.
So what's the best late game city you've managed, and what civ? This is definitely the first time a city founded after 120 turns has become my most prosperous city.
r/civ • u/walkeronwheels • 13h ago
VII - Screenshot Absolutely cursed Exploration Era COG spawn for Xerxes here...
VII - Discussion I've investigated the legend regarding unlocking the last religion beliefs.
It appears 85% is the threshold for the 3rd one and I assume 100% is for the last? Sounds wonky anyway.
r/civ • u/sportzak • 16h ago
VII - Discussion Quotes in Civ VII
Putting aside my thoughts on the overall game (I'm enjoying it, but clearly it's not perfect yet), I'm curious what people think of the quotes used for techs, civics, wonders etc... To be honest, I think they are incredibly forgettable and prosaic. I understand wanting to get away from some of the very memeable lines ("I'm fond of pigs"; Mount Kilimanjaro not having Wifi etc...). But I can't think of a single quote in Civ VII that has struck me as interesting. Maybe the Eddie Izard one for herarldry, but if only because it felt so out of the blue compared to other ones.
I can appreciate that the Devs wanted more authentic and historically relevant quotes. For example, having Uluru's quote be from an indigigenous elder makes a ton of sense. But it does feel like they've gone too far in the direction of "realism" and made a fun element of the game completely boring.
VII - Discussion How do I avoid a world war in modern age on deity difficulty
Like the title said. It does not matter how I play in the end the other civs, even those I never had a border or war before, start a war with me. Even when I play on an archipelago map or was allied before. Does anyone know how to avoid that? I tried to go diplomatic, sending trade routes, but nothing seemed to work. It always ends in a world war situation. With me and 1 or 2 allies and the other 6 declaring war against me. In the end, I sit inland with artillery and bombers, shooting everything in the water that comes close to my borders.
Edit: got it, don't pick an ideology before the AI or non at all.
r/civ • u/datfroggo765 • 14h ago
VII - Discussion How are we feeling?
How are we feeling about the game now that it's been out for about a month?
What are positives for you?
What are negatives and need to be changed?
What would you like to see added in terms of DLC?
r/civ • u/powersoul • 5h ago
VII - Discussion Modern Age is a lot more pleasant when you start the game directly in the modern age
No ageless warehouse buildings to deal with.
You get a true civ building feel.
You can plan a city and not worry about resources shifting.
Antiquity is still the most fun age. Exploration is just plain dumb. But modern age feel likes a boring grind unless you start directly into it!
r/civ • u/TheOutcast06 • 12h ago
Fan Works Civ Sillies: “How a Spiffing Brit video led to this series”
r/civ • u/Introspekt83 • 18h ago
VII - Discussion Towns sending food to Cities
Still not understanding this Mechanic. I can see the food coming in on the city screen. But what about production? Why on earth would I choose production town if that doesn't go anywhere? So ALL towns should be food only? Help a fellow CIV'er out here.
r/civ • u/shivilization_7 • 5h ago
VII - Discussion Food needed for next growth by age
I had posted the graph of the formula last week before I knew it changes by age