Building a city in requires some strategic planning and an understanding of the new mechanics that have been introduced. To take full advantage of the various building types, it's helpful to know what everything does and how the unique bonuses work across each Age. City-building in will feel familiar to fans of the franchise, but some major overhauls to certain gameplay systems introduce new ways to strategize and plan, as well as adapt and build over certain buildings from previous Ages. Further, makes dense urban planning a viable option, enabling a return to «tall play.»
The major changes to city-building and development in include the introduction of Towns, new District mechanics, Warehouse buildings and bonuses, Quarters, Specialists, and a new mechanic called Overbuilding. All of these major changes enable more adaptable cities, meaning they can be updated and reorganized depending on players' priorities. Done strategically, the novel Overbuilding mechanic can produce unique rewards or Artifacts and can maximize the potential of each tile in a player's city. Players will need experience and know-how to optimize city development in along with a good understanding of how the new mechanics work.
The most fundamental change to Settlements in is the introduction of Towns. Aside from the starting Founder unit (which creates a Capital City), all Settlements start as a Town and require Gold to upgrade to a City. Towns are developed similarly to cities, but with less maintenance, and all Production is converted to Gold, making Towns an essential part of Civilization development. After reaching a population of seven, Towns can be given a Focus, such as a Farming/Fishing Town or an Urban Center. There are also Age-specific Focus options available, like the Religious Site in 's Exploration Age.
Sid Meier's Civilization 7 evolves the defining 4x series with both elegant additions and imperfect changes, but the end results are still glorious.
One key difference between
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Sid Meier