Firaxis has released a series of substantial updates for Civilization 7 this year, notably the Test of Time update in late May and a subsequent smaller patch in late June, which have significantly altered the 4X strategy game's gameplay and rekindled optimism for its future direction. While not yet fully realizing its potential, particularly in areas like diplomacy, these changes demonstrate a clearer vision for the game.
The Test of Time update overhauled the age progression system, a departure from the initial launch where players were required to switch leaders and civilizations at the start of each new age based on their previous actions. This mechanic, which aimed to blend historical progression with strategic choices, proved unpopular. The revised system now allows players to retain their original leader and starting civilization throughout the game. Each civilization has an "Apex Age" where unique units, buildings, and bonuses can be unlocked. Outside this period, civilizations become "time-tested," functioning as normal. A new "syncretism" feature allows players to incorporate a special feature from another civilization's Apex Age that has historical relevance, or they can choose to "affirm" their traditions for a different set of bonuses and an additional slot to solidify the civ's identity.
This new system offers greater player agency. For instance, during the Age of Exploration, a player aiming for a cultural victory might be presented with choices that include defensive structures or unique districts, allowing for flexible strategic adaptation. This approach better accommodates historically-minded gameplay by acknowledging that assimilation and political choices were not always forceful but often expedient.
Changes to victory conditions also contribute to a more natural sense of progress. The economic victory is now cumulative, based on a civilization's Gross Domestic Product (GDP), which increases with slotted resources, gold-generating buildings, and previously established elements like treasure convoys and factory resources. The cultural victory is now tied to tourism, influenced by wonders, celebrations, natural wonders, and unique quarters. These victories feel more like organic progressions built throughout a match rather than arbitrary objectives.
Smaller objectives called "triumphs" have been introduced, acting as customizable achievements that complement a player's strategy. These, alongside the original victory paths, offer bonuses for expansion, exploration, and other aspects beyond major victory conditions. Earning triumphs grants "dedications," which function as legacy rewards drawn from a broader pool and offer more utility, helping to maintain momentum between major milestones, particularly in the slower-paced Age of Exploration.
However, the happiness system's implementation remains somewhat underdeveloped. While new features like happiness grades, incentives for celebrations, and bonuses tied to specific happiness levels are welcome, they can often be ignored, especially on lower difficulty levels. Even when exceeding settlement caps, maintaining high happiness across cities with minimal effort suggests a lack of strategic depth in this area, feeling more like a checklist than an integral design element.
Similarly, religion and diplomacy continue to be weaker aspects of Civilization 7, feeling less refined in comparison to the improvements made elsewhere. Religious buffs can be paired with specific playstyles but do not feel essential or particularly engaging. The inessential nature of conversion was highlighted in one playthrough where forgetting to maintain it did not prevent a religious crisis, which paradoxically resulted in happy citizens, contradicting the intended effect. Crises themselves also appear to require further work.
Government changes offer beneficial specialization options, though their integration with diplomacy is problematic. Despite prioritizing influence-oriented policies and governments, leading to significant influence surpluses, diplomatic interactions remain severely limited. Over a year after launch, the available diplomatic actions consist of basic trade, social engagements, aggressive actions like theft, and simple monetary exchanges. While influencing an opponent to concede cities during a war through excess war support offers a certain satisfaction, it amounts to little more than global-scale extortion rather than strategic diplomacy.
Despite these lingering issues, Civilization 7's recent updates have successfully addressed some of its most significant problems, mitigating the rigidity that led to repetitive playthroughs. While certain features, such as city planning, have seen minimal change, and others require further development, the current trajectory suggests Firaxis is on the right path to improving Civilization 7.