Over 30 years after the publication of the first Sid Meier Civilization, developer Firaxis dares to perhaps the greatest upheaval in series history. But is this new beginning? Or is Civilization VII an overambitious 4x project that was developed past the fascination of the series?
It's really to milk! Since Napoléon and his Spaniards in the Old World made himself so wide that its richly blocked large parts. But whenever a direct conflict breaks out with the short -grown corset, it also calls Xerxes and its troops. We do not want to risk a two -front war. Instead, we prefer to ignite in the background and try to apply xerxes against Napoléon. Maybe at some point their alliance crises.
It is these little (and large) stories that Civilization VII tells again and again. And it is precisely these decisions that make us ponder again and again in the global strategy game and force us to reschedule. The seventh part of the series (offshoot not counted) is re-emphasized and, in addition to the presentation, also turns some proven gameplay mechanisms upside down. The result turns out to be time -eating, but the spirits will divorce.
Difficult start
A big criticism initially affects user management and entry -level friendliness. Firaxis Games does without separate tutorial missions, but focuses on the first campaigns as "lessons". Here again and again text boxes pop open that explain new functions, units and opportunities. In-game consultants also give tips on which buildings are particularly suitable for the development of cities. In addition, there is civilopedia as a reference work.
Unfortunately, the entry as a round and the menu navigation proves to be too little intuitive. Civilization VII leaves a lot to the game and that causes frustration and question marks in the head in the first few hours. The handling of certain troops such as the Air Force is not sufficiently or even explained. In the menus, there is a lack of direct feedback and explanations of what we do with our decisions.
When time stops
Accordingly, we start a new campaign and choose from a number of leaders with individual skills, advantages and disadvantages. Added to this is the culture within the start era. Thanks to extended setting options, we determine the conditions at the start, such as the size or layout of the cards, the difficulty level or the compilation of the other faction leaders.
The possibilities are complex and, thanks to the six levels of difficulty, also offer enough scope for CIV veterans. An important innovation concerns the epochs. This time there are only three: the ancient times, the age of exploration and modernity. However, the change of epochs always represent a significant change in the course of the game. On the one hand, we choose a new culture, as well as other goals and advantages and disadvantages for the coming era. Change with this hard cut also comes on the menu: for example, outdated units are exchanged, conflicts are briefly paused and even cities may be degraded.
These two epoch changes in a complete campaign produce good and bad gameplay aspects. We like that we are reorganizing ourselves and can adapt our possibilities to the latest developments and our own style. Because even if we may initially make a focus on the expansion of culture, external factors can ensure that we go more towards the military or science. A good disadvantage is the said hard cut. Because it feels a little like a soft reset. The first rounds afterwards we have to find our way again.
Innovations in urban development
The first thing that strikes civilization veterans: there are no more workers or craftsmen. City expansion now takes place via the growth, which is also linked to factors such as production, mood and of course food. The city grows around another hex field at regular intervals, which allows the setting of new buildings. Later we even put several production facilities on a field or put specialists there that improve the values again. This system works very well and noticeably detaches the city expansion without being lost.
Speaking of purification: The generals or commanders quickly turned out to be favorite units. You can collect other military units such as a troop transporter and guide them over the field. One press of the button is then sufficient to unpack the reinforcement. Field men can also carry out group maneuvers with the surrounding units and have their own ability trees.
However, these are also quite valuable and therefore want to be used sparingly. Despite all starting problems, the traditional "only one round" game flow quickly develops in Civilization 7. We send out scouts, recruit settlers and found new municipalities and cities. When exploring, we meet free peoples early on who take the barbarian place. Very nice: These do not act as aggressive as before, and so there were hardly any frustration of the first rounds in the test in which we defended our capital or even restarted due to siege.
War and peace
Because of course, both with free peoples and other factions can be found in a diplomatic relationship. This couples Civilization VII on the resource influence. With it we interact with other factions or manipulate them according to our interests. If there are neutral or even good relationships, functions such as trade agreements or technology exchange are possible. However, we can also prepare or tighten a conflict by stealing technologies or operating espionage. Alliances with open borders are in it as well as the absolute escalation.
Diplomacy proves to be extremely useful in Civilization VII. Trade relationships or right-wing right-wing rights are massive, especially in boom phases. We also have to negotiate peace treatments. Here the possibilities are comparatively low. In the end we can only push cities back and forth. The "buying" of peace is not possible. Firaxis undoubtedly gives away potential here.
Other factors that play here are religion in the age of exploration and ideologies in modernity. Both are important tools and bring further advantages and disadvantages for the development of the empire. Missionaries were discreetly defused compared to the predecessor, but can continue to cause problems and unrest in cities and rich. Bad mood - for example due to different religions or war tiredness - ensures chaos in the cities and can lead to their collapse. Ideologies in turn bring more buffs, but can also ensure explosive between the factions. Contracting systems destroy connections and even run out to open conflicts.
The trade mentioned, on the other hand, is too simple for my taste. We get a merchant and head for a city of at least neutral party with this. As soon as the merchant has arrived, we establish a route. In return, we receive goods that we can assign to a city and receive bonuses for it. Commercial routes of other parties to our cities, on the other hand, bring gold. The following also applies here: the system is quite simple, but also not profound. To do this, the menu for assigning the raw materials is a pain. Here Firaxy has to improve.
The way to victory
Nevertheless, the seventh CIV creates a satisfactory progression and constantly makes us think about further developments, extensions or tactical angle trains. One factor is the opponent AI compared to the predecessor. Computer field men react wiser, go to the negotiating table in the face of defeat and sometimes even seek protection in the alliance.
Overall, the AI reacts more naturally to our actions and, for example, also colonizes the new world in the age of exploration. This creates a better balance than in the predecessor. The interaction with other political groups is a means of victory. In contrast to many other aspects in the game, the fight proves to be amazingly intuitive. The game shows the chances of winning and the possible damage. Because the Air Force and Navy later add, we have a wide variety of troop types that can also be used flexibly thanks to the card layouts.
In general, Civilization VII gives us a lot of opportunities thanks to legacy paths and aims to win a campaign in the end. Whether science, culture or the military - whether we are pursuing a path straightforward or sacrificed again halfway, is up to us.

... you have a lot of time and finally want to play civilization again.

... too annoying you to change epochs and good user guidance are important.
Conclusion
Really good, but not yet perfect
As a gamer beyond the 40, I played every civilization and internalized the game principle of the series well. But with no part of the series, I was so difficult at first. The tutorials are by no means sufficient to ensure a gentle entry. The menu structures are anything but clear and in general flooded a civilization VII with numbers and symbols. In short: the red thread is missing and this makes it difficult to get started.
But at some point the usual and above all beloved game flow will appear again. Before I know it, an hour has moved into the country again in which I expand cities, reasons for new settlements and argue about land with other factions. The game creates many natural synergies that I have to recognize and use. This is exactly why I would have liked an even stronger focus on the trade.
Civilization VII is not yet perfect, but still a very good global strategy game.
overview
Pro
- enormous scope of the game
- The most beautiful civilization so far (apart from the menus)
- The new city expansion works very well
- Used "only one round" game flow
- Noticeably improved opponent AI
- Ideologies and religion better balanced.
- Many different units with different skills
- Heerführer facilitates the navigation of the troops
Contra
- sometimes ugly menus
- bad user guidance
- confusing tutorials that do not explain everything
- Trade and diplomacy could have tolerated even more depth
- Epoch division will not taste good for everyone