The town mechanic is GENIUS for not having to manage 20 different production queues late game. You can have 5 cities that produce using production and spend gold in the towns when you need to build units or buildings.
@MuffHam It has existed in the previous games, it just wasn't explicitly stated. In Civ 6 you had massive amenity penalties if you had too many cities. The settlement cap does the same thing, it just makes it more obvious to the player.
I would say its the other way around. Towns are perfect to grab valuable ressources, while cities transform dead land into valuabe districts. Districts seem to not care, where you build them. So you can use towns to feed your city with valuable ressources from the map. You still want some production in your city, but you probably can also compensate it, by buying units in towns.
@@Grothgerek Is it not like Civ 6 where certain districts will get a buff depending on the tile? I.e. the campuses have a +1 bonus if adjacent to a mountain tile.
@silentmarkets probably not. If at all, buildings might have a adjacency bonus. But districts are now just district (with buildings in it). But we will see it in the future.
Until now I was thinking towns would be like a support to cities, sending to cities all the culture and science and production and food they have. It seems more they exist for you to have a territory you want to control but is not good to have a city there, and, if you specialise them, then they are a food support to cities
Love the towns thought I wish there was an option to change the settlement limit to no-limit. (I a sure they'll add it in when it launches but if not it is something I would love to see added to the game.)
So, correct me if im wrong, but towns being gold dependant, feeding producction to the capital and having city caps... does that mean that raiding (wars without wanting to conquer) are an actual viable strategy?
Thanks for explaining the concepts. Exciting stuff! I'm a little skeptical of the settlement limit, but I guess I'll have to see the rest of the game to see how it pans out! I'm Investing heavily in this channel, I predict 150K subs by May.
Its really exciting to see economic strategies looking more relevant. I would often end up with ridiculous amounts of gold and it was a lot of fun being able to buy loads of buildings and units quickly across the map to just have an insane amount of speed. Excited to see this get more competitive!
There most likely will be. It's also possible that the nearby resources could also have an effect on what specializations are available as well. At least that's something that makes sense to me. 🤷
Hopefully the tiles are "smaller" in civ 7 vs older civ games. For example, in Endless Legend, the maps generally have more tiles and units can cover a larger number of tiles per turn
Finally a good idea for both wide and tall gameplay. I like both in strategy games but usually one os often strictly better, usually the wide strategy, but that's just extra work imo.
Ngl this game just keeps getting better in my mind. When I first saw this game i thought ‘i don’t like this, i’ll stick to civ 6’ but it’s things like this that really do make it look like an awesome sequel
Interesting that the settlement cap isnt split between towns and cities, but is instead both. I guess maybe you spread out with towns, build up city by city and eventually transition everything into cities, not sure why you would keep towns in the late game unless it wouldnt fuction as a standalone city, ie a town with 0 production. I do like the cap though, and i guess some civs/leaders will have a "go wide" empasis by expanding the cap or reducing the overcap happiness debuf
I was discussing with a firend about this game, we both thought it would be a nice addition to have towns and cities, then i see this video and it just made me happy. Although the way we thougth about it was having this towns specialize in something, like trade, mining or gathering resources, food production settlement etc. Anyways its a great thing to see it coming to civ
I'm not a big fan of the city limit in its current form. It probably depends on how strong happiness is. I would prefere a softer cap and tools to increase it. I'm also curious how they will deal with war civs. Do we get back the vassal mechanic? Or are we not supposed to actually conquer enemies? A Vassal Mechanic would solve the snowball problem, because vassals would generate much less yields
I never like urban districts from Civ 6, they take away what you could of gotten from the tile otherwise. I like the idea of sending food between cities and towns though.
I don't know how the algorithm works but it may be worth delisting the loud version? This is great by the way. I hope your channel blows up over the next few months.
I perfectly understand WHY they made it so you can simply move tiles you want to replace so that it doesn't feel like you're wasting resources, but honestly it really bugs me for some reason. I feel like it'd make much more sense to refund half of the replaced tile's original cost as production toward building the replacement district.
I LOVE the new town mechanic. It's something that was missing from CIV 6. I don't like the new city mechanics because it seems unwieldy and potentially game breaking. You could built linear cities that stretch across an entire continent. Or just invest everything into one mega city that is 50 tiles
I assume this is not your footage? Res is kinda bad, the image is blurry in HD. But hey, thanks for the explanation! I dont watch much of Civ7 content yet cus I want the surprise to discover the game, but I couldn't resist a little peek :)
I’m not sure how I feel about towns counting towards the settlement cap It seem like it pushes you to just make more cities I also wonder how viable it will be to make one mega city
The only question that matters, is the AI going to be able to properly manage these new features? Or is it going to be completely inept like it is with every other system, making the game pointless like the previous two entries?
I'm extremely worried that the settlement limit is going to balance the game into oblivion, with just some equally sized blobs for countries every game. Sure, I can also play Charlemagne and try to negate the penalty with infinite cities, but it definitely sounds like runaway success is what they're trying to eliminate
Here’s the thing. Every civ game takes 3 or more years for all the expansions and DLCs to release. I played civ5 BNW until 2020 after civ6 gathering storm came out, and I’ll be patiently waiting for civ7 to get complete dlc and expansion bundles and keep playing civ6 until then
This is cool but I wish Civ would just pick a design and polish it. Civ 4 became really good because they stuck with a basic system and kept iterating on it since Civ 1. Since Civ 5 they keep reinventing the wheel every game, so you get cool systems but super unbalanced and unpolished.
But thats what they are doing here compared to Civ 5? This has a lot in common with a district system. And they allow you to move improvements which should remove some of the need to plan half the game in advance with district placement that so many people had trouble with.
@@DonutOfNinja A total revamp of systems should be a new game not a sequel. A sequel should be a continuation of a series design. So the game matures over time from sequel to sequel, but if you change every system dramatically you have to start from scratch again because each of your 4 new systems are gonna interact with each other at exponential complexity. Like with Civ 1-4 you saw maybe one new system per sequel, the rest focused on polishing mechanics, ui, and graphics. Hence why Civ 4 has so much more longevity because when you play it you can tell they have more than a decade of iterative knowledge on how that game plays out. With Civ 5 you had to wait for the modders to do the iterative development themselves because you had good bones but no polish.
I understand your point but this is the same game that has allowed you to play as the US since bronze age, they have to take liberties to ensure playability and enjoyment
Just when we were wondering how they could make a new Civ game and keep improving at, surely, they can'yt think of something to add to the existing Civ games... Oh Shit!!!!
Yeah..like literally every game developer ever just take a feature you like from another game and expand on it. People have been doing things like that since the beginning of time lol
@perfectmazda3538 or if they actually cared, they would put their money where their mouth is and actually play the game they claim to care about so much.
All this is great but the biggest problem with civ is they have the dumbest AI of any strategy game ever. Hopefully that is FINALLY fix with this civ but I doubt it.
@@Virens132 I play civ6 a LOT with my fiancee in team mode, even if its not fair or balanced or anything, its a lot of fun, for us this Team capability would be brilliant. I will even love to see it evolve and see an option for shared gold for example, but we shall see ^^
@@furyok5830 i suggest to try civplayers league community with the mods (like better balanced game mod in the 1st place), imo with this mod multiplayer is quite balanced :)
The unhistorical district thing is so annoying. Americans apparently have no idea how tiny cities used to be. The game is becoming a Flintstone-ish cartoon. Civ inhabitants driving their pedal driven stone car to the drive through tavern on the way to the amphitheater district
Civ has been shit and historically inaccurate since Civ 6. Just bite the bullet and make the switch over to paradox games they’re so much better and have way more depth.
I actually think it looks way better at representing urban sprawl instead of neat little hexagons. Cities used to be tiny, but places like Rome, Paris and London and Constantinople were bustling
Just don't see the "totally different", all the features is in Civ 6 mostly, they have just been moved around a bit and given QoL improvements. They split gold purchase and production, but it's still gold/production as it was in Civ 6. We still uses hex zonal cities and you seem to have forgotten we could place stuff an expand borders in Civ 6 too, but they have polished things up, so some things is less random and more user controlled, the underlying map we build on top is still random, so instead of random random and random, we now get random - control - control, but since you depend on not rolling a nat 1 to get started, the control is sometimes an illusion.
The town mechanic is GENIUS for not having to manage 20 different production queues late game. You can have 5 cities that produce using production and spend gold in the towns when you need to build units or buildings.
so it just reshaped idea of vassal town from eariel games wow
@@Har1ByWorld this is the same as humankind. looks like they have been taking notes.
@@DenouementFilmsNetwork pretty much. the whole gameplay is *borrowed* from it.
I don't like the settlement limit that's dumb.
@MuffHam It has existed in the previous games, it just wasn't explicitly stated. In Civ 6 you had massive amenity penalties if you had too many cities. The settlement cap does the same thing, it just makes it more obvious to the player.
I saw the comment where someone said your music was too loud and you said you uploaded again with less music. Just want to say good job on this one
Music is still too loud ngl
@@KyleHerbert13 Sounds good though
thats gotta be sarcasm. this video has an atrocious balance
music öoudness could still be reduced by 10%
@@Laroac *100%
Not necessary at all.
Towns using gold instead of prod is genius. Reduces late game micro and increases flexibility. Fuck yea
I’m looking forward to playing economic heavy strategies and loading my towns with buildings
Towns seem good for claiming areas of land that wouldn’t make for good cities (too little production around) but that you still want to control.
I would say its the other way around.
Towns are perfect to grab valuable ressources, while cities transform dead land into valuabe districts. Districts seem to not care, where you build them. So you can use towns to feed your city with valuable ressources from the map.
You still want some production in your city, but you probably can also compensate it, by buying units in towns.
@@Grothgerekthis is logical, you don't see mining settlements/fishing towns being cities
@@Grothgerek Is it not like Civ 6 where certain districts will get a buff depending on the tile? I.e. the campuses have a +1 bonus if adjacent to a mountain tile.
@silentmarkets probably not. If at all, buildings might have a adjacency bonus. But districts are now just district (with buildings in it).
But we will see it in the future.
The fact that I can upgrade my city instead of trying to remember where I need to put a late game tile for 400 turns is aweseome
Dude your videos are awesome, very clear and well explained. Thanks
This feels very similar to Millenia with their towns, vassals, and outposts. Civ 7’s towns look like a mix of all 3
Glad they're bringing back the happiness mechanic. In Civ VI there was no reason to play tall, and I hated pumping out settlers because I had to.
I think it was too punishing in V though. There you had to play tall. I think BE got it fairly right
Sounds like a skill issue
This was so simple to understand. Great job man.
Until now I was thinking towns would be like a support to cities, sending to cities all the culture and science and production and food they have. It seems more they exist for you to have a territory you want to control but is not good to have a city there, and, if you specialise them, then they are a food support to cities
and can still make them cities if you want! Epic
Love the towns thought I wish there was an option to change the settlement limit to no-limit. (I a sure they'll add it in when it launches but if not it is something I would love to see added to the game.)
So, correct me if im wrong, but towns being gold dependant, feeding producction to the capital and having city caps... does that mean that raiding (wars without wanting to conquer) are an actual viable strategy?
They don't send production to cities, they convert it into gold
Thanks for explaining the concepts. Exciting stuff! I'm a little skeptical of the settlement limit, but I guess I'll have to see the rest of the game to see how it pans out!
I'm Investing heavily in this channel, I predict 150K subs by May.
Fu. Fact: settlement limit was in Civ II, maybe the others too, but it was never a visible stat
Good lord that town focus sending food is what I've been dreaming of in Civ VI
Woah, this sounds so much more fun to me, makes me much more interested in Civ VII!
Looks interesting. Looking forward to trying it out.
Its really exciting to see economic strategies looking more relevant. I would often end up with ridiculous amounts of gold and it was a lot of fun being able to buy loads of buildings and units quickly across the map to just have an insane amount of speed. Excited to see this get more competitive!
I really hope there's more town focuses beyond just those four.
There most likely will be. It's also possible that the nearby resources could also have an effect on what specializations are available as well. At least that's something that makes sense to me. 🤷
Hopefully the tiles are "smaller" in civ 7 vs older civ games. For example, in Endless Legend, the maps generally have more tiles and units can cover a larger number of tiles per turn
Finally a good idea for both wide and tall gameplay. I like both in strategy games but usually one os often strictly better, usually the wide strategy, but that's just extra work imo.
Ngl this game just keeps getting better in my mind. When I first saw this game i thought ‘i don’t like this, i’ll stick to civ 6’ but it’s things like this that really do make it look like an awesome sequel
Interesting that the settlement cap isnt split between towns and cities, but is instead both. I guess maybe you spread out with towns, build up city by city and eventually transition everything into cities, not sure why you would keep towns in the late game unless it wouldnt fuction as a standalone city, ie a town with 0 production.
I do like the cap though, and i guess some civs/leaders will have a "go wide" empasis by expanding the cap or reducing the overcap happiness debuf
Anxious to play this game!
So I know the early access beta releases this year, but when does the full game that actually has all the ages in it come out?
I was discussing with a firend about this game, we both thought it would be a nice addition to have towns and cities, then i see this video and it just made me happy. Although the way we thougth about it was having this towns specialize in something, like trade, mining or gathering resources, food production settlement etc. Anyways its a great thing to see it coming to civ
Sounds like they really took notes from games like Endless Legends.
1:58 no faith? they took religion out of the game?
Religion is around.
I'm not a big fan of the city limit in its current form. It probably depends on how strong happiness is. I would prefere a softer cap and tools to increase it.
I'm also curious how they will deal with war civs. Do we get back the vassal mechanic? Or are we not supposed to actually conquer enemies? A Vassal Mechanic would solve the snowball problem, because vassals would generate much less yields
I am so excited to play this
I never like urban districts from Civ 6, they take away what you could of gotten from the tile otherwise. I like the idea of sending food between cities and towns though.
I’m very proud of Civilization VII for making it onto Civ Minute
Gonna be interesting from a localisation perspective. Many languages don't distinguish between "town" and "city".
Whats the song called?
I'm so stoked
It’s crazy how different this game is
that's what I like about the CIV series. Every CIV has a different gameplay and mechanic
I don't know how the algorithm works but it may be worth delisting the loud version? This is great by the way. I hope your channel blows up over the next few months.
Liking and commenting to boost engagement on the better version
I perfectly understand WHY they made it so you can simply move tiles you want to replace so that it doesn't feel like you're wasting resources, but honestly it really bugs me for some reason. I feel like it'd make much more sense to refund half of the replaced tile's original cost as production toward building the replacement district.
This is going to be the best civ since 4 beyond the sword holy shit.
This is amazing. Love the channel.
You have any ideas for content once Civ 7 releases? Cus I'm excited and subscribing :D
I like that there is the distinction, but I am not sure about some of the features.
Settlement limits seem weird...
So early game conquering becomes really difficult to pull off and razing cities becomes the better option... huh
It's a soft cap, so you can conquer all you want if you can handle the happiness hit.
Its basically how it was in Civ V, the more towns to less happiness you have.
They want you to choose violence...lol
I LOVE the new town mechanic. It's something that was missing from CIV 6. I don't like the new city mechanics because it seems unwieldy and potentially game breaking. You could built linear cities that stretch across an entire continent. Or just invest everything into one mega city that is 50 tiles
idk how to feel about the settlement limit
I hope we get 3x huge earth maps
Me too, that would be awesome
I assume this is not your footage? Res is kinda bad, the image is blurry in HD. But hey, thanks for the explanation! I dont watch much of Civ7 content yet cus I want the surprise to discover the game, but I couldn't resist a little peek :)
Music mix is way too loud please lower so we can hear you better
I’m not sure how I feel about towns counting towards the settlement cap
It seem like it pushes you to just make more cities
I also wonder how viable it will be to make one mega city
The only question that matters, is the AI going to be able to properly manage these new features? Or is it going to be completely inept like it is with every other system, making the game pointless like the previous two entries?
'Never seen before'
Literally me playing Millennia right now: o.ô
I'm extremely worried that the settlement limit is going to balance the game into oblivion, with just some equally sized blobs for countries every game. Sure, I can also play Charlemagne and try to negate the penalty with infinite cities, but it definitely sounds like runaway success is what they're trying to eliminate
What the point of making a production town, if all production in the city is turned into gold?
A lot of the new Civ VII mechanics remind me a great deal of age of wonders 4
Dude I wish the game would come out sooner lol
Here’s the thing. Every civ game takes 3 or more years for all the expansions and DLCs to release. I played civ5 BNW until 2020 after civ6 gathering storm came out, and I’ll be patiently waiting for civ7 to get complete dlc and expansion bundles and keep playing civ6 until then
@@Flowers4Fischlthat's a good "strategy" 😅
Nah, I'm fired for that. 🫥
Plus youll prolly get it on sale or morelikely too win win@FacialFischl
ppl without patience like is you is what ruin development process
@@jonnybravo595 🙈🙈🙈
So they turned civ into endless legend, ok
Freakin love this
This is cool but I wish Civ would just pick a design and polish it. Civ 4 became really good because they stuck with a basic system and kept iterating on it since Civ 1. Since Civ 5 they keep reinventing the wheel every game, so you get cool systems but super unbalanced and unpolished.
Nah
But thats what they are doing here compared to Civ 5? This has a lot in common with a district system. And they allow you to move improvements which should remove some of the need to plan half the game in advance with district placement that so many people had trouble with.
It would be hard to justify a £70 price tag for what is nothing but a revamp. If you wanna play the same game over and over, you still can.
@@DonutOfNinja A total revamp of systems should be a new game not a sequel. A sequel should be a continuation of a series design.
So the game matures over time from sequel to sequel, but if you change every system dramatically you have to start from scratch again because each of your 4 new systems are gonna interact with each other at exponential complexity.
Like with Civ 1-4 you saw maybe one new system per sequel, the rest focused on polishing mechanics, ui, and graphics. Hence why Civ 4 has so much more longevity because when you play it you can tell they have more than a decade of iterative knowledge on how that game plays out. With Civ 5 you had to wait for the modders to do the iterative development themselves because you had good bones but no polish.
Hey thanks Good job on uploading a better version of the video! Wish more Devs had better community interaction! Sending love from the internet! 🫂
they took a lot of mechanics from Millenia and Humankind for this game. I don't know whether I'll enjoy this as much as I enjoyed CIV V
what is this? humankind 2?
So they are taking stellaris mechanics and adding them to civ
I cannot follow the video, the music disturbs too much.
It seems like Civilization 7 just took the best parts of Millennia and humankind
that change the game a lot. interesting
Sid Meier, I’m not playing this one. Especially not for 70$ 😂
Where was this information released? Just curious about the source, I haven't been paying attention to the news.
I get all my information from the official Sid Meier’s Civilization channel, there’s lots of gameplay footage there
I just hope they don't add back in the loyalty mechanic. I hated that so much in Civ VI, I had to install a mod to get rid of it.
But how is sweden gonna exist in civ7? They only have towns
you got me until city limits. I ain't playing a game that literally ruins itself so I cannot conquer the world.
A gravação do jogo tá meio com uma qualidade bem baixa mesmo eu pondo em 1080p
Civilization is now SimCiv
Why pre industrial cities are so large? I hate that system of unhistorical districtification of cities across the ages.
It's not historically accurate game, lol
I understand your point but this is the same game that has allowed you to play as the US since bronze age, they have to take liberties to ensure playability and enjoyment
I really wanna like it, but I just don't like the direction with the Civs
So.. It's been a while so correct me if I'm wrong someone but.. Sounds like they stole the management concept from "Humankind"?
I am civilization fan but I think this mechanic was was used by Humankind before and now Civilization copy it but still it’s cool I like it
Ednless legend has a similar mechanic whit city expansion too.
Civ VII seems more Carcassonne than Civ..
That should be in 6and 5 later
Good video but man that music's distracting.
wait, so 1 city games are possible?
Is it just me or does the game look exactly the same as the last one?
Doesnt matter, not buying a game that outs Harriet Tubman on the same level of Ceasar or Churchill etc.
Just when we were wondering how they could make a new Civ game and keep improving at, surely, they can'yt think of something to add to the existing Civ games... Oh Shit!!!!
i love this mechanic.... everything else though.....
Civ devs: "Let's copy the feature from Humankind, but make it more complicated"
Yeah..like literally every game developer ever just take a feature you like from another game and expand on it. People have been doing things like that since the beginning of time lol
Humankind took from civ so it's only fair lmao
Like is that supposed to be a bad thing or something? If you actually meant it that way then you just have a fetish for complaining
@@amirekinartail8623 i wonder if people will cry like they cried with humankind, or are civ fanbois angry only if others copy their game ?
@perfectmazda3538 or if they actually cared, they would put their money where their mouth is and actually play the game they claim to care about so much.
Cool, only if they didn't gatekeep 8 civilizations behind a paywall day 1.
I cant wait
Humankind 2 ??? Like this... under the sun?
Ok actually this is a good feature
This is entirely too complicated for 85% of players and will backfire
looks like ara history untold
All this is great but the biggest problem with civ is they have the dumbest AI of any strategy game ever. Hopefully that is FINALLY fix with this civ but I doubt it.
So the Civ team just stole everything they liked from other games like a salad bar.
Not getting this game (not for a while at least) but damn does this look cool
It feels more like humankind lol
1. reminds me a LOT fo how Humanking works, and its not a bad thing,
2. I hope they will add teams and multiplayer like civ 6 had
Hopefully the first mod we'll see
@@Virens132 I play civ6 a LOT with my fiancee in team mode, even if its not fair or balanced or anything, its a lot of fun, for us this Team capability would be brilliant. I will even love to see it evolve and see an option for shared gold for example, but we shall see ^^
@@furyok5830 i suggest to try civplayers league community with the mods (like better balanced game mod in the 1st place), imo with this mod multiplayer is quite balanced :)
@@furyok5830get married asap so this won't be an issue. I was like you once but now we just play games in bed to make baby
it truly is humankind as I am currently playing that now.
It's funny how CIV just rippped off things that worked in humankind and leaved things that didn't.
I did not like the system in civ VI, I like this even less. Oh well, there are other 4x games out there.
i don't even play civ. what am i doing here
The unhistorical district thing is so annoying. Americans apparently have no idea how tiny cities used to be. The game is becoming a Flintstone-ish cartoon. Civ inhabitants driving their pedal driven stone car to the drive through tavern on the way to the amphitheater district
Civ has been shit and historically inaccurate since Civ 6. Just bite the bullet and make the switch over to paradox games they’re so much better and have way more depth.
Buddy it's a turn based game with tiles where a single civilization persists for thousands of years which are represented in a few hundred turns
its a game
I actually think it looks way better at representing urban sprawl instead of neat little hexagons. Cities used to be tiny, but places like Rome, Paris and London and Constantinople were bustling
Just don't see the "totally different", all the features is in Civ 6 mostly, they have just been moved around a bit and given QoL improvements.
They split gold purchase and production, but it's still gold/production as it was in Civ 6.
We still uses hex zonal cities and you seem to have forgotten we could place stuff an expand borders in Civ 6 too, but they have polished things up, so some things is less random and more user controlled, the underlying map we build on top is still random, so instead of random random and random, we now get random - control - control, but since you depend on not rolling a nat 1 to get started, the control is sometimes an illusion.