Sid Meier's Civilization VII

Sid Meier's Civilization VII

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 This topic has been pinned, so it's probably important
Handy guide: Everything The Game Doesn't Tell You!
I've come across a very thorough list about ALL the things that the game doesn't tell you about. Credit to u/JordiTK from the r/Civ subreddit.
He has also written a wonderful Steam guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=3428624761
A small example of what is included:
> Siege and naval units are always lost at the end of the first age. You’ll receive one free cog at the start of the second age once you’ve spent your legacy points.
> Naval units can only be kept at the end of the second age if you have fleet commanders. You'll keep as many naval units as can be assigned to your fleet commanders.
> You'll also only keep a total of 6 (end of the Antiquity age) or 9 (Exploration age) of your land units, in addition to the number of units that can be assigned to your army commanders. This mechanic is (partially) mentioned in the tutorial, but remains needlessly confusing to new players due to the lack of indicators such as a warning when you exceed this unit limit.
> If you have less than 6 (Antiquity) or 9 (Exploration) land units at the end of an age, you will receive the deficit as free infantry units at the start of the new age.
> Should you have more units than can be kept at the end of an age, all excess units will be deleted. The units that remain are upgraded and either assigned to a commander or one of your most populous settlements. It’s unknown what determines which units are prioritised for deletion, and which units are assigned to commanders or settlements.

Big thanks to JordiTK for compiling all this information!
Last edited by DadouXIII; Feb 16 @ 1:32pm
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Showing 1-15 of 16 comments
Trip Feb 16 @ 10:18am 
So, wait....the game will just delete your units when you advance an age? If you have too many? And just give you free ones if you don't have enough?
DadouXIII Feb 16 @ 10:21am 
Yes, it's a catch-up mechanism, it's to make sure everybody can have a chance to win until the end. It helps prevent snowballing.
In other 4x games, you already know if you've won a game before turn 100.
Ishau Feb 16 @ 10:46am 
This is the best thing I have read on these forums to date.

Full credit to the author and thank you for sharing it.
DadouXIII Feb 16 @ 10:59am 
Cheers! Hoping that more people see it!
Gumpo Feb 16 @ 11:13am 
Man I wish this guide was a thing when I first started playing. Every player should read this before they even buy the game.

Really wish the game had a tutorial level of "Long time civ player, new to civ 7" like civ 6 had, so it could just give me basically these little tips, and not tell me the things I think are completely obvious, like, "settlers found new cities!!!"

Edit: I'd suggest adding some more tips to treasure fleets, as i saw a lot of confusion in the forums over it. Firstly, though the guide sort of mentions it, a "coastal city" is just any city that has access to a fishing quay improvement, the city itself can be 2 tiles inland. If the city has more than one treasure fleet resource that it is working, it still only generates one treasure fleet per so many turns, but that treasure fleets rewards stack higher - so, three resources in one town means the fleet is worth 3 points instead of 1 on the era progress tree, and gets 3x the gold... and conveniently, it doesnt seem the interface tells you how much a treasure fleet is worth once its out in the ocean, you just have to remember what town it came from.
Last edited by Gumpo; Feb 16 @ 11:18am
DadouXIII Feb 16 @ 11:36am 
Yeah one of the biggest issue with this game is just how much information is never given to you.
Lacking tooltips, information buried under several clicks, etc.
Until the devs fix the necessary changes, we will have to rely on the community.
Resetting the units is dumb AF. Age transitions do so much negative to the player it almost doesn't even makes sense to do them
Martin Feb 16 @ 11:43am 
Holy cities cannot be converted to another religion, not even after being conquered, and not even after the founding civilization is completely erased from history.

This explains why I couldn't convert a city in my last game, it also means the mission line to convert all capitals is then essentially broken.
Last edited by Martin; Feb 16 @ 11:43am
DadouXIII Feb 16 @ 11:45am 
Originally posted by Martin:
Holy cities cannot be converted to another religion, not even after being conquered, and not even after the founding civilization is completely erased from history.

This explains why I couldn't convert a city in my last game, it also means the mission line to convert all capitals is then essentially broken.
I guess that if the capital isn't a holy city, then it can be converted.
But good luck not having the AI found a religion lmao.
Bump this please.
DadouXIII Feb 16 @ 11:50am 
Would be nice to pin it, anyone know how to contact a mod?
donald23 Feb 16 @ 12:22pm 
Let's pin it for now, and see how long that will be necessary.

PS: if you need to contact a mod, the easiest is to just report the OP and explain your question in the report :)
Originally posted by donald23:
Let's pin it for now, and see how long that will be necessary.

PS: if you need to contact a mod, the easiest is to just report the OP and explain your question in the report :)
Much appreciated, thank you!
(and noted!)
gmsh1964 Feb 16 @ 2:28pm 
Excellent, thanks
Oh trading has weird rules and isn't bugged then? The in-game tips and tutorial is useless
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