There is only one month remaining until the launch of Sid Meier’s Civilization 7, and the developers have disclosed nearly all the secrets about the upcoming installment of the renowned series. In another developer briefing, Firaxis studio went over what appears to be the last significant components of the seventh Civilization: trade, influence, and diplomacy. We will outline them below; for more information, check out the post on the official game website (and Steam).

By a stroke of luck, the developers have revealed insights into the future civilization we’ll be exploring: the Chinese Qing dynasty, a period that will focus on expansion and economic growth through resource imports, although this may lead to slower scientific progression. The creators have also unveiled the theme song for this contemporary nation.

On the official game site, you’ll discover detailed information about the distinctive characteristics of the Qing dynasty.

Influential diplomacy

In the earlier information, we got a small amount of details about diplomacy and espionage, but the sixth developer’s journal provides a much more comprehensive exploration of this topic. The developers intended for diplomacy in Civilization VII to be more than just bargaining over insignificant items; they wanted it to serve as a means for fostering genuine, lasting relationships between civilizations or for deterring hostile actions from other cultures.

Diplomacy in this context will draw on the familiar tactics we’ve seen in the preceding versions of Civilization, much like its application in the sixth installment. However, there may appear to be similarities, but it will function differently under the surface.

In each round, our nation accumulates influence points much like in the last game. Importantly, these points won’t only be utilized to strengthen ties with specific cities through intermediaries that appear once a certain bar is filled. Instead, the influence points act as a versatile resource, similar to gold, and can be employed to fund four different diplomatic maneuvers. These strategic actions include:

1. Enhancing alliances with neighboring cities.
2. Negotiating trade agreements for mutual benefit.
3. Exerting political influence in city councils.
4. Initiating peace talks to resolve conflicts peacefully.

Each of these actions can be financed using the accumulated influence points, thus shaping our nation’s diplomatic strategy.

  1. Endeavors – mutually beneficial actions of two civilizations, for instance, jointly undertaking a research project;
  2. Sanctions – negative actions against another empire, for example, to weaken weapon production;
  3. Treaties – long-term joint decisions of the nature of opening borders or improving trade between both sides;
  4. Espionage – risky but potentially very beneficial actions that will strengthen empires or weaken their opponents. In case of failure, it will not only damage the relationship with the intelligence target but also temporarily decrease the influence points gained.

Civilizations can choose not only to approve or decline proposals but also express their endorsement towards the initiator. Approval doesn’t cost any influence points, however, most of the benefits would be reaped by the proposing nation. On the contrary, offering support comes with a price tag upon acceptance, but it would be more profitable for the supporting party in the long run.

The impact will facilitate interactions with Independent Powers (IP), enhancing diplomatic ties and potentially leading these entities to adopt the status of city-states that recognize a specific nation as their overlord. This could open up additional opportunities in dealing with said IP, such as increasing their military strength or even incorporating them into the larger nation.

Influence points can be acquired much like other resources, whether it’s through structures, civilizations, leaders, political maneuvering, or narrative events. Importantly, gaining influence isn’t always a positive boost; it can also have negative effects.

Penalties for wars and aggressive expansion

Besides the consequences for acquiring influence following a botched espionage mission, there’s another important factor to consider: Reinforcements in diplomatic assets can curtail hostile activities across the global landscape, specifically preventing actions like conquering territories or demolishing entire settlements.

Building a city too close to another civilization’s capital may result in fewer influence points gained by the player over subsequent rounds, suggesting the designers are trying to limit the expansionist tendencies of leaders who prioritize rapid growth over neighboring territories.

As for the topic at hand: beyond the worldwide impact, it’s crucial to focus on the dynamics among distinct cultures. Certain aspects have remained constant, such as the degree of interaction (ranging from adversarial to amicable) and how these interactions influence possible actions (military alliances will still be an option only when relations are exceptional). The agendas or leaders’ choices are re-emerging, shaping which actions of other civilizations will receive the ruler’s favor or disfavor.

Surely, at some point mere words won’t suffice, and the player might find themselves engaging in war with another nation. During such armed conflicts, diplomacy remains significant, especially with the introduction of new mechanics: War Support and War Weariness. In previous games, discontent due to prolonged military actions was a known factor, but in “Civilization 7”, it’s not just about a simple decrease in mood. Instead, it has a more profound impact on the game dynamics.

In this scenario, negative advantages will be determined by which side has less public support for war. Notably, the military strength of an exhausted army will also diminish due to penalties. If a civilization chooses to launch a surprise attack (when relations with the targeted party are openly hostile), it will lower the War Support level for the aggressor. However, a substantial amount of influence can tip the scales and secure backing for military actions, even from foreign nations. As seen in Civilization 7, you can use Influence Points to bolster war support for other conflicted countries as well.

Trade and economic routes of heritage

The ambition for significant and lasting choices influenced both our trading system and resource acquisition methods, along with the sourcing of raw materials. We plan to accomplish this not just by having easy access to resources and engaging in trade, but also by ruling over city-states. Moreover, certain cities may receive specialized resources or unique advantages (like for boosting satisfaction), although each location can only handle a certain amount of resources.

The resources of a specific town, city, or settlement can be quickly obtained by any nation sending merchants there, thus establishing a trading route. In return, the proprietor of this settlement will gain additional wealth. However, it’s crucial to consider that these caravans will travel safely between the two trade centers – otherwise, hostile forces may attack these routes.

As a dedicated player, I find myself drawn to the Economic Legacy of Paths – a series of challenging ventures that gradually lead me towards triumph. Among these paths are three significant milestones: The Silk Roads, The Treasure Fleets, and The Railroad Tycoon. These achievements will solidify my economic dominance in this virtual world.

These changes are quite significant, and it’s not surprising they’ve stirred up strong feelings. Some players find the newly unveiled aspects hard to accept (like the decision to separately select land and sea routes), but other advancements have sparked excitement among fans, such as the reintroduction of the ideology system, which was absent in the sixth iteration of Civilization.

For the time being, it remains uncertain how these alterations will pan out once implemented, given that practical outcomes are usually revealed post-launch.

Civilization VII will be released on February 11th on PC, PlayStation 5, and Xbox Series X/S.

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2025-01-09 16:02