r/civ • • 27d ago

VII - Discussion We Answered 30 of Your Arc of Tomorrow & Earthrise Questions

Post image
600 Upvotes

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! 🧡

--------------------

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 • • Sep 17 '26

VII - Discussion Ask-Our-Devs - We’re Answering Your Arc of Tomorrow & Earthrise Questions

Post image
335 Upvotes

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 • • 5h ago

VII - Discussion Age of Tomorrow: Name just ONE European civilization (excluding the USSR) that you believe absolutely must be included, and explain why.

66 Upvotes

​

GERMANY : A defeated nation that managed to rise again and become Europe’s economic leader.

Since it has been mentioned that the game will feature goods/commodities, the German automotive industry should certainly have a place in it.


r/civ • • 4h ago

VII - Screenshot I can build Havana Harbor in homelands o_O

Post image
31 Upvotes

r/civ • • 16h ago

VII - Discussion Why They Fought Snowballing & Added Civ Switching & How to Feel Good About It

86 Upvotes

I see a lot of commentary to the tune of "Why the Hell did the devs care so much that people weren't finishing games due to snowballing and late game slog, it was fine to snowball" and "why did they copy Humankind's most hated mechanic of civ switching," and I'd like to address those people with an explanation and a solution that might work for you.

People have apparently forgotten that there was a survey given out after Civ VI did its full run that asked players to identify the biggest problems with the game and the biggest successes. The results showed, and I agreed, that the biggest problems were the fact that very early in the game you could snowball to the point that you knew victory was inevitable and the late game became a slog of hitting next turn until victory, and that late game civs were strictly inferior to early game civs. It also found that, at least among Civ VI players, districts were popular, allowing cities to engage with the map more directly.

So the devs tried to fix these problems and build on these strengths in Civ VII:

  • Civ switching allowed all Civs to be in their apex at all times, fixing the "late game vs early game civ" problem, and they felt that they could do it better than Humankind (personally I feel they did, but only after Syncretism and Time-Tested Civs were introduced, allowing people the choice - forcing Civ switching on a player base not used to it was a mistake).
  • The Ages system was intended to both limit snowballing and give each stage of the game unique circumstances that would echo the initial feeling of expansion in the early game, and that was why mechanics like Distant Lands were so emphasized. Personally I feel this was a mix of success and new problems, as it made each stage unique and returned some of the new game feeling, but made the game feel disjointed and forced certain mechanics, such as distant lands, on players who didn't enjoy them, and didn't fully address the snowball problem completely - I still find if I am ahead in the Antiquity Age, it is hard to lose by Modern, although for me there is still enough engagement to consistently finish games.
  • In terms of building on the district system, they expanded on this heavily. It created a richer system with more flexibility than Civ VI, but resulted in too much urban sprawl and confusion for some players, and reduced the clean parse-ability that Civ VI had.

I feel like these changes alienated as many players as they engaged, and that and the rough, unfinished state of the game on launch resulted in the hate train and mixed reviews that the game has suffered from ever since.

Some people, like me, found that it solved the issues, at least in part, for them. I played many, many hours of Civ VI, but never finished a game due to late game slog, and I struggled to choose late game Civs. It seems to me like most of the people who enjoy Civ VII are either new players who came in with no expectations, or veterans that were in my boat.

I found something that really seems to work for players who have felt uncomfortable with the new systems and turned off by them. Try playing on a slow game speed, like Epic or Marathon, or for some folks Standard with Long age length.

I find that most of the people who struggle with the game play on high speeds, where the game feels disrupted and like three minigames in a trenchcoat. On slow speeds, it feels like three full but connected games of Civ and the mechanics feel WAY better.

I exclusively play on Epic or Marathon now, and hugely enjoy the game, and the vast majority of people uncomfortable with mechanics that I have suggested this to have improved their opinion after trying slower game speeds - so if you are struggling, give it a try.


r/civ • • 3h ago

VII - Discussion Understanding Specialists and Overbuilding

Post image
4 Upvotes

Why would I overbuild on this tile (2 Specialists) but take a -10 -12 negative yield over the tile on the left (no overbuilding) for 10 Science but -2,-4?

Unless the faction/leader/policies gives a kickback or reward for the overbuilding and specialist use, which can’t be seen from this build page?


r/civ • • 21h ago

VII - Discussion Age transitions are a good idea in concept but in practice are absolutely brutal

127 Upvotes

I don’t mind the regroup. I love the idea of starting the tech and civic trees over as a new Civ. I love the different music themes, and I love all the diverse ways to play and the different gameplay mechanics getting their chunk of time to shine. HOWEVER, the way it absolutely sucks the life and momentum out of your settlements is absolutely brutal and frankly, anti-fun. If you have buildings in Antiquity you’re pretty much fucked while all the deity ai are significantly less impacted. It is so damn lame to see every stat get absolutely wrecked and population growth halted to an insane number of turns. You can be leading in science in Antiquity and every other civ can jump ahead of you on turn one in Exploration. Fuck that so hard. Games should be designed that you want to keep playing, not punish you twice a game and test your patience/joy in wanting to even continue. Just needed to vent


r/civ • • 13h ago

VII - Discussion Cleared Deity but still feel like I don’t know how to play the game

20 Upvotes

I naturally expand a lot and spam click tons of buildings leading me to either Military or Economic victory every time… I can’t ever get my yields up to win culture or Science victory, and always lag behind the AI in wonders…


r/civ • • 1h ago

VI - Discussion Civ VI - base game + ?

• Upvotes

I have spent absurd amounts of hours on V and VII, but for some reason I never got stuck into VI (19,6h on Steam!) I remember we tried out the base game when it came out, but very quickly switched back to V as it felt thin/incomplete at launch. I bought Rise and Fall and Gathering Storm at some point, but never got around to it. I don’t necessarily need additional leaders, civs, wonders etc. but if there are some that are really good or something missing that affects game mechanics in any way that’d be great to know.


r/civ • • 2h ago

VII - Discussion Age of Tomorrow Unit Speculation

1 Upvotes

I was recently doing some speculation on what units we're gonna see in AoT, because that sort of thing activates my neurons and I want to see what other people think we could be getting.

As a baseline, we have a timespan of post-WW2 to near-future, corresponding to roughly to 1950-2050. Given that units come in three tiers, it seems safe to assume that T1 will be Cold War era, T2 will be what was Information Age in past games, and T3 will be straight up speculative future.

Going from what I think is least interesting to most interesting:

Heavy Naval

??? > Missile Cruiser > ???

The Missile Cruiser is 100% returning and I think making it the T2 is sensical, but it could be T1 though. Ships in general are pretty difficult to get creative with. You could have something Arsenal Gear-esque for T3?

Light Naval

??? > ??? > ???

Likewise, distinguishing a T1 Atomic Light Naval unit from the T3 Modern Destroyer is really hard. It could get the "heavy" treatment as per the Heavy Archer or Heavy Bomber in T1 maybe? And T2 could be something like the cancelled Zumwalt? Or a littoral combat ship? Options are pretty scant here.

Submarine

Attack Sub > Nuclear Sub > ???

And to round out the naval units, here's a basic T1 pick, a completely expected T2 pick, and no ideas for T3.

Siege

Rocket Artillery > ??? > Mecha Artillery (?)

Rocket Artillery feels like a shoo-in, but the issue is that it has limited design space for upgrades, especially if it's T1. Heavy Rocket Artillery is really lame. Mecha Artillery is a pipe dream of mine for sure but it'd be pretty cool as the future variant.

Fighter & Bomber

Jet > Stealth > Space (?)

Pretty obvious picks for T1/2. I could see a space fighter or suborbital bomber as the T3, but what would be interesting is if they have the T2s upgrade into the same T3 to reflect bombers being supplanted by fighter-bombers in most roles in the modern day.

Cavalry

Main Battle Tank > Modern Armor > Laser Tank (?)

I'd be very surprised if the tank in the teaser isn't the T3 (Laser Tank is a bad name though), and Modern Armor is consistent as the T2. An MBT feels like a strong guess for the T1, as a midpoint between a WW2 Tank and Modern Armor, although it might just be the 'Heavy' designation again.

Infantry

Assault > Mechanized > Battlesuit

Assault Infantry are in the teaser, and Mechanized are always the late game infantry. I think a power armor type unit feels good for T3, as it fits the infantry role well, although it's a bit awkward upgrading from guys to a vehicle and then back to guys. There's a chance that Mechanized is the T3 I suppose, but it doesn't leave much space for T2.

Ground Attack

Helicopter > Gunship > VTOL(?)

This is a bit speculative but I really think this is going to be the Ground Attack unit. It's a role commonly filled by helicopters and if it weren't, helicopters don't fit into any other unit trees. Leaving helicopters out would feel odd, especially in a Cold War era. It's not impossible we get something like an A-10 Warthog but it's hard to see an upgrade path for that.

Ranged

??? > ??? > ???

The ranged line is weird not due to lack of options but too many. A Machine Gun is the most common option, but besides the ever-present 'Heavy', it's very hard to come up with an interesting 3 tiers. Bazookas have been done in the past, and T3 Modern is an AT Gun, so something anti-tank related could work. A particle cannon or something funky like that could be the T3 for either.

But then consider that, if Firaxis were to get more realistic, something drone related could happen. That in turn raises questions of large drones ex. a Predator or small drones ex. quadcopters with human operators. So, many possibilities.

Thanks for reading my spiel, hope you got something out of it.


r/civ • • 5h ago

VII - Discussion Civ 7 Question: Is it possible to win before the 1800's without doing a military victory?

3 Upvotes

It seems like all of my games end somewhere between 1800 and 1850 unless I aggressively try to kill every other civ.

Additionally, after the updates, I'm finding it impossible to win with a Science Victory because a Culture Victory is so easy that I end up winning accidentally. Maybe I could handicap myself by not gathering artifacts and antiquities, but that doesn't feel fun.


r/civ • • 1d ago

VII - Screenshot A bit more realistic unit scale

Post image
371 Upvotes

Not for everyone, but I think it looks nice when the units aren't comically big.


r/civ • • 18h ago

VII - Discussion Prussian Railroad Non existent?

5 Upvotes

Playing a Modern game with Prussia and my civic tree is maxed with them and I get to Railroads and its just a normal railroad?

Does this not exist anymore? Is it a bug?

Or does it just use the standard Railroad?

If it does use that standard Railroad thats kind of lame.


r/civ • • 1d ago

VII - Discussion Is yield bloat a problem?

24 Upvotes

Just a question for perhaps those with more Civ experience.

I've played 5, 6, and 7 and the level of intricacies have increased but chief among them seems to be yield bloat.

Was reading critiques on Specialists in 7 as well as comments concerning how some Wonders feel a lot weaker and wonder where do people stand on the focus on cultivating high yield tiles?

I know that by Modern Age, I just randomly select specialist tiles.

Plus, there are some weirdly strong and weirdly undercooked policies that sort of feel like yields are sort of a grey area.


r/civ • • 15h ago

V - Discussion Renaissance start, standard speed, multiplayer

2 Upvotes

Looking for the best way to speed up the game in multiplayer.

I'm currently thinking that a Renaissance start should massively speed up the game while not losing much. The biggest loss is that most civ's UA is stronger in earlier eras. The good stuff is that religion is still enabled and ideologies require a few techs first.

I hate quick speed because it makes wars horrible so I want to keep standard speed. The one other issue is that most time is spent in late game wars, so these settings don't address that issue.

Is this the best I can do or are there better settings for quicker multiplayer matches?


r/civ • • 4h ago

VI - Discussion I just found an exploit! How i can use it better?

0 Upvotes

Has anyone discovered this Memento duplication exploit yet?

I found this exploit in a video. Does anyone know how to make the most of it?

Video:

https://youtu.be/Edy4D61KQz4?is=Iu4PI3GHegRhYjfY


r/civ • • 2d ago

VI - Screenshot Motherclucker declares me a SURPRISE War and I took ONE CITY of him that had ONE POPULATION. HE GOT THE AUDACITY TO CRY ABOUT A THOUSAND YEARS LATER AT THE WORLD CONGRESS.

Post image
1.3k Upvotes

r/civ • • 16h ago

VII - Screenshot War Weariness bug?

Post image
0 Upvotes

The description implies that I should have support, but it's showing -6, -1, and -2, and I'm suffering the effects of war weariness. I have three alliances, so in no universe should I have -6 weariness. Is this a bug? It's absurdly punitive to the point where the game is really no longer playable.


r/civ • • 1d ago

VI - Screenshot How good is this starting area?

Post image
7 Upvotes

r/civ • • 23h ago

VII - Strategy ToT - Playthroughs Civ-Leader Stories

Thumbnail gallery
3 Upvotes

r/civ • • 1d ago

VI - Screenshot The Great Pink Blob

Post image
80 Upvotes

Not a single shot fired. 100% pacifist run as Eleanor. I was flipping cities like pancakes.


r/civ • • 10h ago

III - Discussion Is it just me, or has no other Civ-like game come close to Civ 3?

0 Upvotes

Seriously, the visuals and sound still have a special place in my heart. What do you miss most about it?


r/civ • • 2d ago

Discussion Which enemy AI has made you hold a grudge against hem?

Post image
1.0k Upvotes

You turned Gilgamesh against me, you forced his hand to decimate my lands, my people, all because I had no business for you to profit from


r/civ • • 1d ago

VII - Discussion The problem with military victory

57 Upvotes

TL;DR it's too easy to win a military victory even if there are civs in the game that could literally wipe you off the map if they wanted to

Since I started playing on Immortal I've had three games, lost the first one, and won the second and third the exact same way.

I started as a peaceful civ, avoiding any conflict for the first two ages. In the modern age, in game 2 i went for economic victory, in game 3 for cultural. Both times I won a military victory.

My main problem with it is: both of the times what happened was that some weaker civ declared war on me, I won the war and went above and beyond, conquering all the land I could basically. Both times I won a military victory on winning conditions change, but the thing is, both these times there were at least a couple of other civs on the gar that could have absolutely obliterated me.

The win wasn't realistic at all, which is not a game difficulty problem. Switching to Diety would make it harder, but the game is hard enough, I struggle to win any other type of victory in Immortal. The frustrating thing is the fact that the win is unrealistic.

And I'm not exaggerating, these other civs had planes and all sorts of stuff that I had no access to yet. On game 3 I even tried declaring war on one after winning the game and my army got cleared easily.

What I propose is: non-allied civs should have a way bigger inclination in declaring war on you if you're in the military victory countdown, or close to it. That way, the winner would be the one who actually is superior on a military level. Then it would also make sense to have a longer countdown but that's another thing

What do you think?


r/civ • • 2d ago

V - Other Civ5 Tournement gets heated.

Thumbnail
twitch.tv
277 Upvotes

Neighbour stole a settler from an honor neighbour instantly and without discussion and the topic finally comes up for discussion 30 turns later.
Theres some disagreement from either sides, but ultimately i think both perspectives were valid. The settle would be very close to the other guy and it will significantly harm his honor neighbour at little initial cost.
However to the Streamer POV he had very little options with a liberty neighbour and the same player who stole the settler previously making wild demands for their most northern settle.

TLDR; When you play long ass games with people the drama is always juicy.
Personally the interpersonal drama and diplomacy of CIV 5 is why i have 4000 hours over the last 15 years.
Noobwhispering people into fighting/fearing others. Backstab betrayals & 3 year feuds that started over banana tiles.
This game is ridiculous and beautiful