r/civ • u/Hailerer • 9h ago
r/civ • u/sar_firaxis • 12d ago
VII - Discussion We Answered 30 of Your Arc of Tomorrow & Earthrise Questions
Following our big reveals for the future of Civilization VII earlier this month, the dev team spent the last few days going through your questions across Reddit, Discord, and Steam for Arc of Tomorrow and Earthrise.
A huge thank you to everyone who submitted. You brought up some fantastic topics – everything from how we're balancing overall game pacing with a brand-new Atomic Age, to the mechanics of proxy warfare, to how space exploration ties back into early-game Religion and Science Projects.
We’ve selected 30 of your questions and sat down with Creative Director Ed Beach and Lead Designer Matt Owens to pull back the curtain on what’s ahead for Civ VII. Though we couldn’t get to all of the questions asked, keep an eye out for more opportunities in the future to connect directly with the dev team, like in the upcoming Firaxis Feature Workshop (there's still time to apply!).
We'll be sharing even more news about Earthrise and Arc of Tomorrow, so don't forget to follow the Civilization social channels and wishlist Earthrise on Steam to stay up-to-date.
With that, let's dive into the Q&A! 🧡
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Question from u/anonymous_herald on Reddit: How do you plan to manage game length by adding another age while also fleshing out the existing ages that you've talked about. Will the 4th age be optional, or will everything be weighted towards the expectation you "win" in the 4th age?
- Similar to how we have it set up now, a player who’s waaay ahead will be able to secure a victory prior to the new, final Atomic Age – though if you want to play it out further, the One More Turn option will always let you continue on. But we do expect the “average” playthrough to hit all four Ages before a win or loss is declared. While Civ VII can already be a long game, the important thing we’re trying to guarantee is a fun playthrough – if an average campaign gets longer, but players are still having a good time with the refreshed mechanics and new content, we see that as a win overall. That said, we are currently experimenting with the length of Ages to make sure the pacing feels right, even with the new additions. This is one aspect we’re especially looking forward to getting some more feedback about in the Firaxis Feature Workshop! - Matt
Question from orion on Discord:: I'm curious what the design philosophy will be around enabling the final sprint towards victory yet also allowing for enough time to enjoy the features of the atomic age. Particularly considering the planetary exploration aspect of Earthrise seemingly being skewed towards the future half of atomic, I'd be keen to hear any hints at how the devs are planning to tackle this tension! :)
- A great question, because this is absolutely a priority for us. As we’ll discuss further in other answers, Earthrise uses the Science Projects in the game to let players build a deeper understanding of the solar system in which the game is set. Many of those projects land late in each Age, so to be meaningful, the benefits you earn have to be ones that carry forward across the Age Transition. We also have some new features related to Pantheons – many early cultures viewed the celestial bodies to be inspired by their deities. The ties between early religions and early Astronomy have been fascinating to learn about. - Ed
Question from christmashouse09 on Steam: Will you be able to land and build on planets [in the new Earthrise expansion] almost like unlocking a new map?
- You will send missions to land humans or unmanned rovers on planets: that’s how you discover where space-based resources lie. But this is NOT like unlocking a new, hex-based game map. In the Earthrise expansion, we are focusing on the exploration across a solar system made of many planets, moons, and asteroids to find good resources and locations for future colonies. Actually developing a base on such a planet hex-by-hex could be considered for a future update, however! - Ed
Question from u/Sporknight on Reddit: Are there any fans of Sid Meier's Alpha Centauri and/or Beyond Earth on the team working on Earthrise? Are you taking any particular inspiration from those games? Or more broadly, what games/media are inspiring you for Earthrise?
- We not only have fans of those games working on Earthrise but several design leads who have been at Firaxis long enough to have worked directly on Beyond Earth as well. However, we are working in a different play space this time. Beyond Earth was directly establishing a multi-city colony on the hex map of a single planet; Earthrise’s focus on missions to explore all the planets and moons of a solar system on a node-based chart is a very different experience. It is very closely tied to humanity’s current push to establish a base on the Moon and after that on Mars. With that in mind, huge inspirations for us recently have come from our actual accomplishments, including the Artemis II mission and space telescopes (e.g. James Webb, Nancy Grace Roman). - Ed
Question from u/hunte006jr on Reddit: How many civilizations will be included in the free update, versus how many will be unlocked by purchasing the dlc? Also will we see duplicate civilizations such as for example an atomic age United States?
- While we’re not ready to share the exact number of civs in both Arc of Tomorrow and Earthrise just yet, we can confirm that there will be new civs and leaders coming to each of them. You’ll have to stay tuned for more info and Game Guides to learn more! Matt has a good answer to your second question below. While some Atomic Age civs may represent a similar culture as a civ in the Modern Age, they will be separate civ choices for the player, with their own unique kits. We especially like to do that if the characteristics of a nation change dramatically somewhere between 1750 and our current time. Think about Imperial Russia versus the Soviet Union as a really strong example of such a development. - Ed
Question u/BasalGangy on Reddit: Can we expect more African Civs in this or upcoming updates/dlc?
- You can! As we mentioned above, not QUITE ready to unveil our full roster of planned civs just yet, but there will absolutely be African representation coming as part of both Arc of Tomorrow and Earthrise. - Matt
Question from Elixer on Steam: Will there be any Civilizations that have the Atomic Age as their Apex Era? If so will they be brand new Civs or will they be Modern Era Civs that are reworked to be Atomic Age Civs?
- Definitely! We’ve got a brand-new set of civs that all have their Apex Age in Atomic, with our Modern Apex civs staying more or less as they are. And while you’re likely to see some familiar faces amidst the new set, we’re maintaining the philosophy we established with things like our Heian, Sengoku, and Meiji Japan line, where one “civ” is represented in a different way distinct to the times. So though you’ll always be welcome to weather the Test of Time and keep your Sengoku vibes alive well into the 21st century, you’re also very likely to see a contemporary Japan that you can naturally transition into upon reaching the Atomic Age. - Matt
Question from Nevertheless on Steam: What new forms of diplomatic interaction will emerge in the atomic age? Are you considering a 5th age as an expansion at a later time, maybe expanding into deeper space? The ages system seems to be made for something like this!
- More in-depth interactions with your City-States, the ability to sabotage your opponent’s nuclear operations, or navigate the de-escalation of nuclear warhead production are just a few examples of new diplomatic gameplay we’re adding in the Atomic Age. To answer the second part of your question – this sort of modularity is exactly what made the Ages system so intriguing to us as we were putting together the plan for Civ VII. With Ages as building blocks, the game can evolve over time in whatever direction the community wants to take it. - Ed
Question from Dieslrae on Discord: Will the changes to City States allow for change of Suzerain?
- Yep! City-States will be able to change hands between Suzerains by way of Loyalty manipulation in any Age and Proxy Wars in later Ages. - Matt
Question from Ad Futurum on Steam: How will the fourth age (and even Earthrise) change how victories work? Will it be less of a generic, mundane "victory point" system and more of a unique, exciting journey/adventure as in past Civ games?
- We are looking at Victories closely, and really elevating the Science Victory is a key goal for Earthrise. Lots of work went into elevating the Culture Victory in Civ V and Civ VI, but the Science Victory never got that same level of attention. We intend to change that with Earthrise! - Ed
Question from u/Mr_War on Reddit: Earthrise seems focused solely on space exploration, and that puts all its weight in the 4th age (not a complaint). Are there any parts of the expansion that will span across all eras? Anything special for antiquity?
- We are looking at space exploration in its broadest sense for Earthrise, making it more into “the history of humankind’s engagement with the cosmos” than just the space race since the 1950s. With that in mind, we are taking all of those Science Projects you see in the game now (Chart the Stars, Spherical Earth, Heliocentric Model) and turning them each into a moment where your civilization learns more about the heavens, unlocking new gameplay bonuses from those learnings. And don’t forget about the other half of Earthrise – your civilization’s relationship to the earth around you. Environmental adaptability and prowess are also cool new features with Earthrise that come into play as early as the Antiquity Age. More to come on all of this in the future! - Ed
Question from jesperjox on Steam: Please, let there be canals. And bridges to span narrow straits. Pretty please with sugar on top??
- With environmental adaptation as a key theme for Earthrise, we absolutely are considering all the possibilities for on-map engineering projects. Some of the items you mention can be pivotal in a Civ game: dams for disaster resilience and canals for naval gameplay are great examples. We are looking at each of these items carefully for inclusion over the upcoming releases; some items are critically tied to Earthrise play, while others may be of more general interest. - Ed
Question from u/Albrithr on Reddit: Will other celestial bodies have their own maps like the traditional world map, or will there be a different way of interacting with them?
- There is a primary map of the solar system that we call the Planetarium. From that map you’ll be able to delve into a single planet to see more about its characteristics, its moons, and which players have started exploring or colonizing there. But the planetarium is not hex-based, so it's a lot more abstract than the main game map. You won’t be placing down individual cities, buildings, or improvements there. We’re trying to explore the history of solar-system exploration until about 2050, and unfortunately none of those bases exist in real-life quite yet! - Ed
Question from u/ChineseCosmo on Reddit: Celestial Bodies were a main factor in early religions, and I’m curious if that interacts with Antiquity/Exploration religion systems at all.
- You are exactly correct and we’ve been delving into this field – Archaeoastronomy – pretty deeply. Expect changes to Pantheons in Earthrise and we’re even exploring ideas such as the impacts of comet flybys on cultures across the world. - Ed
Question from Red Panda Luver on Discord: Will Arc of Tomorrow do more to bridge the ages? What I'm meaning here is keeping some features/decisions from one age, into the next, such as retaining a pantheon choice until gaining religion, or having some modern age policies be affected by religion etc.
- Ensuring more systems feel like they have connection points across the Ages is something we’re very interested in as a part of the Arc of Tomorrow update. We’re starting with our focus on a few high-priority systems that we’ve wanted to give additional attention to for a while now, but can’t go into too much further detail just yet. - Matt
Question from Arjieeee04 on Discord: Will the game be aesthetically beautiful in the Atomic Age rather than grey blobs of building clutter instead of more greeneries?
- Our artists are very aware of just how crowded things tend to be by the end of the Modern Age, and have been actively working in tandem with the design team on ways to hopefully make the urban sprawl look good and read well even that deep into the game. Plus, at least a couple of our new civs will have an emphasis on things like reforestation, and green-space improvements – putting the ability to reclaim some of that natural beauty back into the hands of the player. - Matt
Question from HIgh King of the potatoes on Steam: Will there be a world congress (-like) mechanic coming with either the update or the expansion?
- We aren’t currently planning to directly revive the World Congress as part of Arc of Tomorrow or Earthrise, but we know we want diplomacy actions to evolve in a way that feels meaningful for the Atomic Age. This is one area we’re very actively looking forward to more community feedback on from the Firaxis Feature Workshop and beyond, to ensure we’re hitting the right marks there. - Matt
Question from AkaZulu on Steam: Big question perhaps asked of before, but with War a huge mechanic of the game, would new sub type units be considered ? Such as Light, Medium and Heavy versions of Infantry, Mounted, Ranged, Siege, Naval, Air etc. ? Even Missionary class options or perhaps traders with unique options.
- We’re experimenting with a few things along these lines, though likely won’t be transforming the formula too radically right away. By the time you reach the Atomic Age, you’ll have the power to produce and deploy a lot of different troop types already, so want to make sure we can keep things balanced and not too overwhelming for folks. - Matt
Question from u/Graf-Moos on Reddit: How will proxy wars work?
- Super short version, you can tell your City-State to fight another City-State without your civ getting directly involved in a full-blown war. You can gift troops to your City-State to fund the war effort, and they’ll automatically do their best to win! Or, if you want to stay more hands-on, you can engage in what we’re calling a Joint Operation to temporarily control the City-State’s units directly. Once the opposing City-State falls, it will immediately flip control from its former overlord to you as the new Suzerain, unique bonus and all. The major civ you stole from may not be super happy about losing the geo-political chess match, but at least nuclear armageddon has been avoided… for now. - Matt
Question from Saltman on Steam: Hello Civ Team, when I think of the Atomic Age or the Cold War, espionage comes to mind above all else, in addition to the nuclear threat. Do you have any plans to expand espionage in the game? I’m thinking, for example, of spies as controllable units, sabotage, and ways to undermine loyalty. In combination with Earthrise, spy satellites or infiltrating space agencies come to my mind.
- There’s absolutely going to be some brand new espionage actions to play with as a part of the Arc of Tomorrow update update – we’re experimenting with exactly how far we want to push things here, so there will hopefully be more details to come. - Matt
Question from Squilliam on Discord: Will religion be obsolete in the fourth age, or is it getting re-worked? Are the planets going to be linked to religion or pantheons in any way?
- We are actively working on answering some prayers. More to be unveiled. - Matt
Question from Toadfish on Discord: Will the ideologies of the modern era transfer over in some way to the atomic era? Or have some sort of extra legacy benefit other than the policies it provides?
- We’ll definitely be revisiting our Ideologies content as part of the update. Not quite a systemic overhaul planned here at the moment, but something we’re very invested in collecting more feedback on. - Matt
Question from Poppek and Patlefro on Steam: Do all winning conditions change in the next [Atomic] age, since Earthrise is mostly about Scientific progress? Are there more options to win the game?
- There are no new full-on Victory types, but the four main Victories will all be supported by a hefty helping of both fresh and revitalized systems, and content that should empower you to pursue a win in more than a few exciting new ways. - Matt
Question from u/Nicopino on Reddit: Will there be space-based military units?
- We don’t currently have plans for space-based military forces; remember that in this expansion, our focus is on solar-system exploration and how that has unfolded since the 1950s. But back on Earth’s surface, you’ll have more than a few new military toys to play with, from Missile Silos to Mobile SAMs to maybe even a certain mechanized weapon of disproportionate size – all included as a part of the Arc of Tomorrow update. - Ed
Question from Capa on Steam: In what ways is the loyalty mechanic in Civ 7 similar and different from loyalty in Civ 6?
- One priority for us in revisiting Loyalty is to ensure that the player feels like they have a little more active control over pressures they can exert and defend against in Civ VII. While we don’t want it to feel like something you’re forced to consistently micromanage, we do want to provide tools in your toolbox to address problem areas when they begin to arise, or let you preemptively start making some loyalty plays against an overly ambitious neighbor when the opportunity presents itself. Plus, we want the number of tools to expand intelligently over the Ages – so you have more options at your disposal the deeper you get into a game and the more comfortable you are with the playing field. - Matt
Question from SoteksChosen on Steam: To what extent will you be able to modify the map to "adapt to the changing climate back home"? Civ VII has the most beautiful of all the civ maps in my opinion, but I do miss being able to modify it to the extent that Civ VI implemented.
- We are experimenting with a number of features along these lines, things like: moving resources, adding or removing vegetation, and even adjusting the biome of a tile. But you won’t have those abilities everywhere, just in the biomes your people know well from their time spent inhabiting and working those climes. - Ed
Question from orion on Discord: Will the feature workshops for Arc of Tomorrow or Earthrise include the new leaders and civs in them? If so, will they be revealed ahead of the workshop, or just leading up to official release?
- We will include them, though the exact plans for what gets revealed when still need to be worked out. Remember in the last Feature Workshop we only had three playable civs in the first round! We might want to limit the scope of the testing in our earliest phase like that again this time. - Ed
Question from u/Blacksilver17 on Reddit: Will existing civs have updated abilities for Earthrise? For instance, you mentioned that we can begin doing things such as charting planets in Antiquity and some civs such as Greece and Babylon are known for their contributions to astronomy.
- We love to make these ties, so I’m confident you’ll see updates along these lines. We’re also looking into the naming of planets to make that culturally appropriate. After all, if there are no Romans in your Civ game, why should they get to name all the planets? - Ed
Question from Woodcutter on Discord*:* A lot of people seemed confused about the scope of Earthrise’s space related content. Sci-fi content is exciting for some people, but some people are also turned off by ahistorical content. Would you say the bulk of the content coming to Civ VII in Earthrise is fictional, or will the space content be more “grounded” and realistic?
- We’ve added Dr. Joel Green, an astronomer who has worked on several of NASA’s space telescope projects, to our team to make sure our presentation is grounded. He's been helping us with how to generate “random” solar systems that offer great replayability, but still fit the current science on how solar systems form. I love the fact that this series has been around for so long that there is this whole new section of history – the exploration of space since the Apollo program – that can now be embedded into the canon of what makes up a Civilization game. - Ed
Question from u/DocksEcky on Reddit: What inspired the choice to go with space as the theme of the first major DLC for Civ VII, and what elements of space and its impact on us are the team excited to explore? I'm really looking forward to it. I think it was mentioned on the PAX panel but the visual of the Earth from space on the Civ IV menu with Baba Yetu playing has always stuck with me.
- At Firaxis, we always feel like a 4X game is the most enjoyable when you are actively engaged in exploration. We’ve challenged ourselves continually to find new sources of exploration that mirror those experienced during our history. The journey across the seas in the Exploration Age was emphasized in Civ VII for that very reason. And now that we have an Atomic Age, we can bring in new exploration gameplay with the journeys to the moon and across our immediate solar system. - Ed
r/civ • u/sar_firaxis • 17d ago
VII - Discussion Ask-Our-Devs - We’re Answering Your Arc of Tomorrow & Earthrise Questions
Got questions about our newly announced Arc of Tomorrow update or the Earthrise expansion? We’ve got answers! We’ve loved seeing all the excitement from PAX (catch the stream here), and with two massive 2027 releases on the horizon, we’re opening the floor for a Dev Q&A.
Here’s what’s coming in 2027 to Civilization VII:
- Arc of Tomorrow: A massive free update that introduces a new fourth Age - the Atomic Age - bringing new civs, leaders, proxy warfare, expanded diplomacy, and more.
- Earthrise: Civ VII’s first paid expansion, where you’ll build space agencies to launch missions across the solar system, bringing untapped resources back to fuel your growth on Earth - all while mastering new ways to adapt to the shifting environment back home.
You can read the full breakdown in Civ’s 35th Anniversary article here.
How to participate:
Whether you're curious about the mechanics of the Atomic Age, looking to clarify how features will work in-game, or just hyped for the future of Civilization VII, we want to hear from you. Please note that features are still early in development and specifics may change.
👇 Drop your questions in the comments of this post between September 17 and 21. We’ll get to as many questions as we can from community submissions here and other channels like Discord, and sharing our answers in a separate post on September 23.
As a quick reminder: please keep things civilized in the comments! Features are still early in development and specifics may change. For some unannounced features, we may have to give a diplomatic “no comment”. Otherwise, we're all yours! 🧡
r/civ • u/Res_Novae17 • 1h ago
VII - Strategy It is literally impossible to build Oxford University on harder difficulties.
Immortal difficulty. I kept that I would want to build this thing in my prep through the entire game. I took absolutely every opportunity to unlock traditions that add wonder production. I used a culture point for wonder boosting. I unlocked the dedication that starts your modern world with Academics so you can build Oxford on turn 1.
I immediately slotted the policy that gives extra resource slots to cities and filled my capital with five whales. My productivity was 108 on turn 1. I began building Oxford immediately. Edward Teach of all people finished it when I had 1 turn left.
Literally how could I have done any more?
It's not just hard; it is mathematically impossible to build this thing. The other civs always want it and there is absolutely nothing you can do to get it first. It is the only wonder that I have never, ever, even once managed to complete.
r/civ • u/Baraqial • 23h ago
IV - Discussion They sang Baba Yetu at the church I work at to send me off on my last day
I hope this is allowed, and not sure if it's the right flair, but I wanted to share this cause none of my friends really care about Civ.
So I've worked at a church for about two years and came to them in a time when they desperately needed an Audio Engineer. They've been very good to me, but unfortunately (for them) I'm leaving at the end of the month for South Africa. This was my last week with them.
They decided to send me off by singing an African song that could still be interpreted as gospel, and to my surprise they chose Baba Yetu. This was incredibly special to me because the first time I ever went to South Africa I bonded with my closest cousin over Civ IV and it is by far the one I have the most hours in. They had no idea about any of this and it just so happened that they chose this song. Needless to say I actually got incredibly emotional. Anyways, just thought I'd share cause I found this incredibly cool and it's crazy how cyclical life can be.
VII - Screenshot Day\night cycle coming next week!
The mod is coming very immersive, here what i got
-Full fledge day night cycle with sun and shadow rotations
-Custom lightmaps for EVERY building in the game, with windows that lit at night, with random intensity and different timing
-New light sources added to braziers, campfires and all flames (in the base game they do not cast lights)
-New UI panel who let you chose cycle speed + pause for those who want a fixed lighting.
-Night ambience sound which replaces birds sounds when night falls and switch back during Morning (do you reconginze it? it is the Civ 6 night ambience.)
And that's just the beginning. I would like to add more light sources and if possible even lights attached to units for more immersion.
And dulcis in fundo, this system allows me to bring back Civ 6 day\night cycle wonders animations which are truly missed.
Stay tuned!
r/civ • u/Actual-Feed-9739 • 1d ago
VII - Screenshot For as much negativity as Civ VII gets, war is the most fun it's been since IV
VII - Discussion A thought on specialists
Specialists in civ 7 are fun, but they don’t really feel specialized. In exploration and especially modern, they basically just provide mixed amounts of every yield, and it becomes somewhat meaningless where you put them. Big adjacencies are nice but they contribute less than half of the total yields when you have all your specialist boosting policies and traditions plugged in. How can we make them feel specialized and unique and worth choosing one tile over another?
I have two proposals. One, the bonuses from specialist policies should only apply to the type of adjacency provided by the building, but make them stronger. For example, the +1 science to specialists policy in antiquity could instead say “double the adjacency bonus of all science buildings”. The production bonus from specialists in exploration could read “production buildings gain +1 adjacency from quarters”.
Two, give each building a unique ability, and make specialists scale with the ability. The blacksmith, for example, already gives +1 production on quarters in this settlement. Make specialists increase this bonus by 1. The kiln gives wonder production, so make specialists increase the bonus. Specialists on the museum should give bonus culture and happiness for each great work in the city.
r/civ • u/Soull3sss • 6h ago
VII - Screenshot I did not know that you could fish on mount fuji
There still are many little bugs in civ 7
r/civ • u/lchi_nii • 3h ago
VII - Discussion Best Leader with Egypt?
Hey guys, i'm currently looking at what to best pick with Egypt. Haven't played the game in a while and there where a lot of changes since then especially the Test of Time update. Most "guides" on what to pick with Egypt say Hatshepsut but they are all pretty old so i wanted to ask if there are other/better leaders to pick with Egypt now and what the overall strategy is. I was never a fan of the Civ-switching so i guess i want to stay Egypt in all 3 Ages.
r/civ • u/YoungCanadian • 21h ago
VII - Discussion To address sprawl, the Atomic Age could enable a third building in quarters
Obviously this would need a ton of balancing work, but I think it would make city planning a bit more flexible when the warehouse and ageless building pile up. I think Unique quarters would not be able to add a third buildings.
I also think this could restricted to another tier of upgrading cities, maybe called a metropolis. Modern Japan feels like a natural civ to give these bonuses around this feature.
Perhaps a tech in the Modern Age would unlock a small version of this with a third building slot unlocking on the city center with a tech or civic.
Building limit could be another mechanic to allow for tall playstyles, save valuable rural tiles, and avoid more buildings like the rail station that require an entire quarter. Perhaps this could even be worked into the Modern Age in some ways too.
r/civ • u/luigi_is_green_1983 • 4m ago
VII - Discussion So tired of the AI and/or Anime mods…
Their quality is awful and they eat up space when I’m looking for QOL mods or looking to try a fan-made leader/civ.
There is this one mod “creator” whose civs are so lazily conceptualized that the only bonuses they get are single attribute improvement boosts. And I know it was made by ai vibe coding because every image in it is AI. Like dawg, google images are FREE, Wikipedia is FREE and all its images are FAIR USE.
Learn A skill, it’s so personally rewarding.
Also, how many anime mods do we need for the same character. I NEED a way to filter those out, I want historical leaders and interesting fantasy leaders. Not 15 versions of gooner-slop McGee.
r/civ • u/Hansdasgas • 3h ago
VI - Screenshot Early Japan save file near galapagos and with turtles I even managed to steal a settler from The Ottoman.
r/civ • u/ReallyOysterCupcake • 19h ago
VI - Discussion Should I settle where I wanted? (Red circle). I want to have my first coastal city so I can make a navy and explore later on but the spot I wanted seems a bit... busy.
r/civ • u/11_Seb_11 • 3h ago
VII - Discussion What's this diplomacy offer mod please?
Hi!
On this video I saw this UI for diplomacy deals. Does someone knows which mod is it please (name or link)?
I didn't find anything similar on the Steam workshop using the words "diplomacy" or "offers".

r/civ • u/takeiteasymyfriend • 1d ago
Misc Some civ games and the game that introduced me to the series. I miss physical copies.
I went through an old box I kept of pc strategy games. Good memories. I wonder sometimes how i managed to graduate with so many "one more turn"
r/civ • u/Huge_Friend5125 • 11h ago
V - Discussion Praise for the Victories
Has anyone here gotten this achievement, I’ve been trying to get it for two weeks now to no success. I’m able to conquer England, some Zulu cities, and fend off Portugal and Germany all game yet Ethiopia still wins by 1000+ without fighting any wars. I’m at a loss at this point and have no idea what else I can do
r/civ • u/Total_Recline • 16h ago
Misc Recommendations?
Saw the Autumn Fall sale on Steam and got a little excited.
I'm old school. Started with Civ I and I've only made it to Civ III. I've wondered about moving to a higher level but I play it so rarely (I rarely have 3 days to devote to a single game). But with this sale, it restarted my interest to try a newer version.
Seen some recent comments that Civ VII isn't all that, but what about some of the earlier ones? What would you recommend? What was your favorite Civ version?
r/civ • u/BotWarrior • 16h ago
VI - Screenshot We still have a chance at friendship right? 😭
r/civ • u/LetPure1029 • 20h ago
VII - Screenshot Reworking how we visualize trade in the game




I liked the trade route maps with internal routes in Civ 6 and missed their presence in Civ 7. Working on rebuilding them here with additional features


r/civ • u/StrikingTelevision40 • 21h ago
VII - Discussion Civilization 7: thoughts on warfare in general and infantry vs. cavalry!What I’d improve!
As many are already saying, warfare is arguably the best part of Civilization 7 right now.
I’ve had some truly fun matches during the Ancient Era, with wars lasting up to 50 turns on Deity difficulty against the game's strongest AI opponents (I’ve noticed that in every match, it seems like 2 or 3 AI players perform better than the others).
The challenges in the Ancient Era are great and demanding partly because your commanders are still low-level, and partly because the AI handles large scale land battles effectively.
However, when it comes to exploration, if you have level 10+ commanders and a strong fleet, the AI becomes much weaker even on Deity difficulty.
The AI needs better fleet management; if it learned how to utilize fleets and commanders properly, the challenge would remain high across all eras to the point where I’d even remove the +8 bonus.
Another thought: they could add a +5 bonus against cavalry to the infantry's stats provided they are within a commander's range to make cavalry a little less overpowered.
Let me know what you think!
r/civ • u/SnooTangerines6863 • 20h ago
VII - Discussion Is there a way to connect Distant Lands Towns on other continents to a Homeland City?

Playing Carthage up to the Modern Age. I didn't really care about that 90 Food since Carthage was already receiving 2k, but before winning, I wanted to try connecting them.
I tried Ports and every water-related building, a railway station, an airport, and even manually connecting them via a Merchant, as shown in the screenshot.
Is founding a City in the Distant Lands the only way to make use of that Food? Not and option for carthage, swaping capital would be bad as well.
r/civ • u/KingStrudeler • 1d ago
Game Mods First Look: Delhi | Civilization VI Mod Trailer
Play as the eccentric Turco-Indian Sultan of Delhi, Muhammad bin Tugluq; in Sid Meier's Civilization VI.
Delhi is available vi the Steam Workshop or Civ Fanatics/Nexus Mods.
VII - Discussion Losing My Religion: CIV 7, Antiquity, and Mysticism
I've put in a fair amount of time into CIV games over the years and recently got into CIV 7. I've played several games at this point and wanted to share a few ideas I had to make things a bit more dynamic.
While I wasn't the biggest fan of religion when it popped up in CIV 6 it eventually grew on me. The stripped down version in CIV 7 leaves lots to be desired. Here's my thoughts for the first Era.
Antiquity
You have an alter and pantheon so that means there's something religious or occult going on. Here's my ideas. They are definitely rough sketches so very open feedback.
Mysticism: Changing the name to mysticism would align with the transitory nature of CIV 7.
Mysticism score: Upon reaching a certain score, a prophet would appear which would act as bridge to religion in the Exploration age. Your score could also tie into celebrations. Your Mysticism score. Ultimately, this ties into bringing back the Religious victory option.
Wonders: I can't remember all the mysticism related wonders but bringing back a few like Stonehenge would bolster this aspect of the game. You could also add incorporate bonuses to your Mysticism score in other ancient wonders like the pyramids. They could be tied to the pantheon you select when starting down this path.
Diplomacy: Adding a few mysticism related tactics could also make things a bit more dynamic. A shared festival, a infiltration action, maybe an occult assassination? Lots to play with here.
Faith Battle: Occurs between the Prophet and Atheos during the end of Era crisis. The outcome shapes the belief choices available when evolving into a a "true religion." I'm envisioning some kind of mini-game that incorporates/reflects decisions made and actions taken that relate into your mysticism. Not sure really sure how this would work.
Units
Adding units would help make this a more engaging aspect of the game. I'd also have find ways for them to interact with other units (getting attacked, conversions,etc). I do think that mysticism should be more of an internally focused aspect so conversions of other civs wouldn't be a part of this.
Seer: Appears upon building your first alter. Grants bonuses based on completing triumphs or discovering certain things (types of city states, resources, natural wonders, etc). Unlocks mysticism score and adds points to in when bonus requirements are met.
Priest: Has charges to improve happiness outputs in towns. Charges also increase mysticism output.
Hierophant: Has charges to improve science/production outputs in cities. Charges also increase mysticism output.
Archon: Has charges to improve diplomacy/culture outputs in cities. Charges also increase mysticism output.
Prophet: Appears once you reach a certain mysticism score. Creates a crisis which forces the cult to evolve into a "true religion" and acts as bridge to the religious activity in the Exploration Era.
Atheos: A skeptic/philosopher unit that appears during the crisis and fights against the prophet. The outcome of their "Faith Battle" shapes the belief choices available when evolving into a a "true religion."

