{"id":941947,"date":"2025-12-30T20:05:21","date_gmt":"2025-12-30T20:05:21","guid":{"rendered":"http:\/\/Vp6AvUJjznhgDecrqCWVbU"},"modified":"2025-12-30T20:05:21","modified_gmt":"2025-12-30T20:05:21","slug":"civilization-7s-new-features-a-revamped-three-age-structure-towns-navigable-rivers-and-more","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/civilization-7s-new-features-a-revamped-three-age-structure-towns-navigable-rivers-and-more\/","title":{"rendered":"Civilization 7&#8217;s new features: a revamped three-age structure, towns, navigable rivers, and more"},"content":{"rendered":"<article>\n<p>Civilization 5 was controversial for ditching unit stacking, forcing players to space out their armies on a new hexagonal grid. Civilization 6 got heat for altering the art style, and added a new city district system to mixed reviews. Eight years later, Firaxis hasn&apos;t opted to play it safe for Civilization 7: Get ready for some long Reddit threads.<\/p>\n<p>The most fundamental change, and the one I think will be the most controversial, is a revamp of the game structure. Instead of lots of eras\u2014Ancient, Classical, Medieval, Renaissance, and so on\u2014a game of Civ 7 is divided into just three ages: Antiquity, Exploration, and Modern. At the start of each age, you&apos;ll be prompted to pick a new civilization, with options that depend on your current civilization and the choices you&apos;ve made so far. One example given was that Mongolia might show up in your Exploration age options if you&apos;ve developed powerful cavalry units.<\/p>\n<p>This also means that Civ 7&apos;s leaders are no longer locked to the civilization they&apos;re known for leading. 2K flew me out to the Firaxis office earlier this month, where I spent three hours building the Roman Empire as Egyptian pharaoh Hatshepsut.\u00a0<\/p>\n<p>I explain how that went in more detail in <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/strategy\/civilization-7-hands-on-huge-changes-are-coming-to-the-classic-strategy-series\/\">my hands-on preview<\/a>. However, I know that Civ fans will also care about all the little changes and additions in Civ 7, so <strong>below I&apos;ve listed absolutely every new thing I noticed<\/strong>. I&apos;m told that some features are exclusive to the other two ages, so I wouldn&apos;t have seen them, and even though I&apos;ve tried to be comprehensive, there&apos;s no way I clocked every new thing in my short session, and I wasn&apos;t able to dig too deep into anything. Firaxis may also make tweaks before <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/strategy\/civilization-7-is-out-in-february-first-gameplay-trailer-shows-off-sweet-new-art-style-navigable-rivers\/\">Civ 7 launches on February 11<\/a>, so consider this a partial and not at all final list of what to expect.<\/p>\n<p>Without further ado, here&apos;s (some of) what&apos;s new in Civilization 7:<\/p>\n<h3 class=\"article-body__section\" id=\"section-big-structural-changes\"><span>Big structural changes <\/span><\/h3>\n<ul>\n<li><strong>Leaders no longer have to match their civilizations:<\/strong> you can pair any leader with any civ at the start of a game<\/li>\n<li><strong>Games are now divided into three longer ages<\/strong>: Antiquity, Exploration, and Modern<\/li>\n<li><strong>The Antiquity and Exploration ages climax with Crisis events<\/strong>, which require players to adopt more and more Crisis Policies\u2014negative effects that we&#8217;ll have to deal with<\/li>\n<li><strong>You pick a new civilization when you enter a new age. <\/strong>Which civ you can choose depends on your current civ, and your actions during the previous age. This also means that each age has its own selection of civs.<\/li>\n<li><strong>Leaders aren&#8217;t necessarily historical heads of state<\/strong>; Benjamin Franklin is a leader, for example<\/li>\n<\/ul>\n<h3 class=\"article-body__section\" id=\"section-new-feature-towns\"><span> New feature: towns <\/span><\/h3>\n<ul>\n<li><strong>Settlers now found towns instead of cities<\/strong><\/li>\n<li>Towns have no production queue: they convert Production directly into Gold<\/li>\n<li>You can use Gold to purchase units and buildings in towns<\/li>\n<li>Towns can be turned into cities by spending Gold; the cost increases with the number of cities you already control<\/li>\n<li>Towns can adopt permanent specializations with bonuses: farming town, mining town, military fort, trade outpost<\/li>\n<\/ul>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:3840px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"puZhkE2gqKK4zbAUS2ps2Z\" name=\"Civ2 copy.jpg\" alt=\"Civilization 7 screenshot\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/civilization-7s-new-features-a-revamped-three-age-structure-towns-navigable-rivers-and-more.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"3840\" height=\"2160\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Firaxis)<\/span><\/figcaption><\/figure>\n<h3 class=\"article-body__section\" id=\"section-changes-to-cities\"><span>Changes to cities<\/span><\/h3>\n<ul>\n<li><strong>Cities no longer expand onto new tiles automatically. <\/strong>When a city grows, you&#8217;re prompted to select an adjacent tile for it to annex. (You can still purchase tiles, too.)<\/li>\n<li><strong>Workers are gone.<\/strong> Improvements like Farms and Mines are added to new tiles automatically<\/li>\n<li>City tiles are now classed as &#8220;rural&#8221; or &#8220;urban.&#8221; Rural tiles contain improvements (Farms, Mines, etc), and become urban districts if you add buildings to them. There are no longer predefined district types; you can place any combination of two buildings in an urban district.<\/li>\n<li>Some buildings are now classed as &#8220;Warehouse&#8221; buildings and work differently than in previous games: Granaries, for example, now provide +1 Food per farm improvement (In Civ 6, they provided a flat +1 Food\/+2 Housing)<\/li>\n<li>Walls can now be built in each urban district; to capture a city, an invader must breach all of its fortified districts<\/li>\n<li>Resources can now be assigned to cities and towns, providing bonuses to them (I didn&#8217;t play around with this too much, but I like that it makes resources more than just trade items)<\/li>\n<li>When you enter a new age, old buildings lose their special effects and adjacency bonuses, encouraging you to replace them with new buildings<\/li>\n<\/ul>\n<h3 class=\"article-body__section\" id=\"section-changes-to-units\"><span>Changes to units<\/span><\/h3>\n<ul>\n<li>When told to fortify, military units actually build a little fortification (I didn&#8217;t jot down exactly how this affects their stats, I was too excited)<\/li>\n<li>Scouts can now construct temporary watchtowers to see further<\/li>\n<li>Units can embark over shallow water by default (I tested this with some early units, not sure if it applies to all units)<\/li>\n<li><strong>Units no longer gain XP and receive promotions<\/strong>, except for new Commander units<\/li>\n<\/ul>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:3840px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"eTmGTsuoAmDTFuhwgoaRYi\" name=\"Civ4 copy.jpg\" alt=\"Civilization 7 screenshot\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/civilization-7s-new-features-a-revamped-three-age-structure-towns-navigable-rivers-and-more-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"3840\" height=\"2160\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Firaxis)<\/span><\/figcaption><\/figure>\n<h3 class=\"article-body__section\" id=\"section-new-unit-type-commanders\"><span>New unit type: Commanders<\/span><\/h3>\n<ul>\n<li>Commanders are special military units and are the only units that gain XP and can be promoted<\/li>\n<li>Commanders provided passive bonuses to nearby units, which is one of their attributes that can be upgraded with promotions<\/li>\n<li>Units can also be stacked &#8220;inside&#8221; Commanders and moved as a group, and then unpacked at their destination<\/li>\n<li>Commanders can issue orders to all nearby units, such as to focus fire on a single enemy\u2014with an attack bonus for using the special command<\/li>\n<\/ul>\n<h3 class=\"article-body__section\" id=\"section-new-feature-influence\"><span>New feature: Influence<\/span><\/h3>\n<ul>\n<li>Influence is a new yield that is spent on all kinds of diplomatic actions<\/li>\n<li>Influence can be used for positive actions, such as gaining the loyalty of city-states and making agreements with other civs, such as making a military pact which provides a bonus to both civs&#8217; units<\/li>\n<li>Influence can also be used for negative actions, such as sanctioning a civilization, or attempting to infiltrate its military<\/li>\n<li>In some cases, you can spend Influence to avoid negative effects, for example to stop another leader&#8217;s relationship with you from worsening<\/li>\n<\/ul>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:3840px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"ukwzdg7VszsBrsi7mZ8sMd\" name=\"Civ6 copy.jpg\" alt=\"Civilization 7 screenshot\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/civilization-7s-new-features-a-revamped-three-age-structure-towns-navigable-rivers-and-more-2.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"3840\" height=\"2160\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Firaxis)<\/span><\/figcaption><\/figure>\n<h3 class=\"article-body__section\" id=\"section-misc-features\"><span>Misc features<\/span><\/h3>\n<ul>\n<li><strong>Navigable rivers!<\/strong> Navigable rivers! Navigable rivers!<\/li>\n<li><strong>There are new narrative events <\/strong>of the kind popularized by other recent strategy games. Example: An artist painted a portrait of me that I found unsettling, and my options were to hang it up (+25 culture), destroy it (+50 gold), or pay to have it redone (+2 culture on the palace, -25 gold).<\/li>\n<li><strong>Barbarians have been replaced with Independant Powers,<\/strong> which may or may not be hostile, and whose camps can turn into City-States<\/li>\n<li><strong>Religion and natural disasters are back<\/strong>, as well as other features from Civ 5, Civ 6, and their expansions (I don&#8217;t have a comprehensive list, and I expect there&#8217;ll be tweaks to these systems, but I didn&#8217;t have time to dig into them)<\/li>\n<li>A fact sheet about the game promises &#8220;progression bonuses for your leaders across multiple gameplay sessions&#8221;<\/li>\n<\/ul>\n<h3 class=\"article-body__section\" id=\"section-multiplayer-and-launch-info\"><span>Multiplayer and launch info<\/span><\/h3>\n<ul>\n<li><strong>Civ 7 is releasing on a ton of platforms at launch<\/strong>: Windows (Steam and Epic), Linux (Steam), Mac (Steam), Switch, PS4, PS5, Xbox One, Xbox Series X\/S<\/li>\n<li><strong>There will be online multiplayer with PC\/console crossplay<\/strong>. The 2K Launcher is being ditched, though you&#8217;ll need a 2K Account for online multiplayer<\/li>\n<li>Multiplayer matches can span all three ages, or just one age &#8220;so you can enjoy an entire game in a single session&#8221;<\/li>\n<li>On Xbox, PlayStation, and PC, five players are supported in the Antiquity and Exploration ages, and eight players are supported in the Modern age (I&#8217;m not sure why this is!)<\/li>\n<li>The Switch version supports fewer players, four in Antiquity and Exploration, and six in Modern<\/li>\n<\/ul>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/strategy\/civilization-7-new-features\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Civilization 5 was controversial for ditching unit stacking, forcing players to space out their armies on a new hexagonal grid. Civilization 6 got heat for altering the art style, and added a new city district system to mixed reviews. Eight years later, Firaxis hasn&apos;t opted to play it safe for Civilization 7: Get ready for some long Reddit threads. The most fundamental change, and the one I think will be the most controversial, is a revamp of the game structure. Instead of lots of eras\u2014Ancient, Classical, Medieval, Renaissance, and so on\u2014a game of Civ 7 is divided into just three ages: Antiquity, Exploration, and Modern. At the start of each age, you&apos;ll be prompted to pick a new civilization, with options that depend on your&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/civilization-7s-new-features-a-revamped-three-age-structure-towns-navigable-rivers-and-more\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":941948,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,516],"class_list":["post-941947","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-strategy"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Civilization 7&#039;s new features: a revamped three-age structure, towns, navigable rivers, and more | Arcader News<\/title>\n<meta name=\"description\" content=\"Civilization 5 was controversial for ditching unit stacking, forcing players to space out their armies on a new hexagonal grid. 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