preview Civilization VII: We played the new work of a video game legend for 3 hours! Here are our impressions of the strategy game juggernaut
The master is back! Eight years after a successful sixth installment, Civilization VII was announced during the Summer Games Fest 2024, a nice surprise for fans. While we wait for February 11, 2025, we were able to get a preview of the game during a visit to the premises of the developer Firaxis Games, based in Baltimore. Here are our first impressions.
Civ, Kezako?
But before we begin, let’s briefly recall what Civilization is, or “Civ” for short. The first installment in Sid Meier’s series, released in 1991, laid the foundations for turn-based strategy games. The principle is to lead a civilization from the dawn of time to the present day, overcoming eras, famines and wars to discover new technologies and thus survive through the eras and become a contemporary power, be it cultural or military, scientific or diplomatic. 23 years later, the license is still at the top of the genre, even if the competition is not far behind, as evidenced by the recent arrival of a certain Humankind.
What’s new
But what interests us today is what the new Civilization VII offers us, 8 years after the release of the last installment in the series. The answer, as often happens, is varied, but above all revolves around the same axis: the evolution of our civilization over time. To this end, this work initiates the division of the game into three very different eras, which represent real turning points for our people. When we reach the end of an era, a period of crisis begins, which in turn is divided into three increasingly complex phases that also bring consequences. If we survive it, we begin a new era, adored by our subjects. But don’t think that we will necessarily maintain the same dynamic as the previous period. Depending on our decisions and our successes, we may very well branch off into another civilization and completely change our game plan. To this end, Civ 7 unveils the Legacy Paths: basically, these are optional objectives that you can pursue during an era, such as winning X battles or opening X Silk Roads. The more successful we are, the more opportunities we will have when a new era begins. A great way to vary the games by exploiting our strengths while leaving our opponents in doubt about our strategy. Of course, the concept is reminiscent of humanity, but after all, when you are a pioneer, you can draw inspiration from those you have inspired! Incidentally, this system also comes close to a certain historical truth. In Europe, we know the influence that the Roman era had on cities like Paris (Lutetia) or London (Londinium), but also how these cities developed other identities over time after the fall of the Empire.
But while Civ 7 talks about history, it doesn’t forget that it’s a video game and allows itself some liberties in the name of gameplay. This makes it the first work to offer the option to choose your leader regardless of your civilization. Yes, you read that right! If the idea of playing Hatshepsut at the head of the Roman Empire appeals to you, that’s up to you. A great way to play with history, but also allow for some surprising variations. It should be noted, however, that leaders often have bonuses that match those of their original employees, and choosing otherwise can potentially become a handicap. But that doesn’t stop you from finding combinations like Hatshepsut and the Kingdom of Aksum, both of which offer bonuses around building wonders.
accessibility
More than ever, Civilization wants to not only retain its community but also attract potential new players. To do this, we need to remain accessible and clear, which this seventh opus seems to do wonderfully, pun intended. As mentioned, advice from the very beginning of the game’s development can help us make the right decisions. This idea is continued by our consultants, who do not wait for someone to come to them and give their opinion. If our civilization lags behind others, or if they believe we are not well prepared in the face of an impending threat, they will come and knock on the doors of the palace to explain their point of view to us. You can still be the despotic dictator you always dreamed of by sending them to pasture elsewhere, but for newbies and the undecided, it is still interesting. Others will disable the option anyway. Nevertheless, in this aspect of “accessibility”, certain things have been simplified: it is no longer necessary to have builders to build a new district in Civilization 7; it is enough to expand the city. Everyone will see things differently, but for us it is clearly better: managing the availability of builders was frankly more tedious than fun.
These improvements obviously complement the presentation of this Civilization 7: everything is clear, from our borders to the districts of our cities, from our production to the resources available. Important data is presented in the form of corresponding symbols and color codes, text bubbles explain each term and the tables provide very good summaries of the current situation. Of course it is hairy, but once you have mastered it, it is difficult to get lost. The author of his lines, who had not touched a civilization since ancient times, can testify to this.
War!
Besides, I know you. Cultivating cornfields and building libraries is all well and good, but when do we quarrel with our neighbors? After all, a war against other civilizations always promises unforgettable moments! While there don’t seem to be many new developments in this area, there is one that will change things up dramatically: Commanders. These capital units cannot attack alone, but they can form groups with other units and bring them into formation, improving their stats at the same time. If combat units no longer gain experience, it is because commanders now have that privilege. Each of them has their own talent tree, allowing them to choose specializations such as better flanking attacks, increased defense, and even resource bonuses when placed in a district during peacetime. We are still talking about 30 skills to unlock, knowing that experience can also be gained outside of combat. This new feature is bound to have a huge impact on war strategy, because if you manage to kill a commander, you can potentially turn the tide of battle and make them key targets and decisive units. Of course, you will have to play longer to really understand the final impact on Civilization 7’s wars, but in theory it pushes the strategic dimension a little more.
No impressions
Of course, Civ remains Civ and the progress of the games is very close to what we could see in the previous works. Nobody expected a total revolution anyway. Some new additions will also spice things up, such as the independent powers on the map that can become allies or enemies, but also the possibility of choosing leaders who were not necessarily political leaders, such as Confucius. Taking stock of this preview, we are particularly curious to see the impact of the new features on the games, as it is difficult to evaluate them in less than three hours of play. Certainly the finality is nothing revolutionary, but taking inspiration from what is being done elsewhere and especially by humanity is a good thing in itself and we can therefore hope for a bright future for the game from Firaxis Games, which will be released on PC, PS5, Xbox Series, Mac, Linux and even Nintendo Switch on the same day, February 11, 2025.
Editorial opinion
Promising
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