Cities are a Game Changer in Civ 7! (Towns, Districts & Cities)
Summary
TLDRCivilization 7 promises to transform city management with streamlined gameplay and innovative features. By reducing the number of city districts and eliminating micromanagement, such as builders and tile workers, the game aims to keep players engaged. New mechanics like 'culture bombing' and the introduction of towns, which can be converted to cities using 'influence' currency, offer fresh strategic depth. These changes not only simplify gameplay but also reflect the historical evolution of cities, potentially revolutionizing the Civilization series.
Takeaways
- 🌟 Civilization 7 introduces significant changes to city management, aiming to address common player fatigue in strategy games.
- 🎮 The game reduces micromanagement by streamlining city districts, which now come in only two types: urban and rural.
- 🏛️ Urban districts in C7 start with two slots for buildings and can specialize in areas like science, culture, or commerce.
- 🌾 Rural districts handle tile improvements and are managed from the city screen, diverging from the builder system of Civ 6.
- 🏙️ Players can place a new district each time a city's population increases, removing the need to manage citizen work tiles.
- 🌐 Adjacency bonuses and unique building effects are lost over time, encouraging players to rebuild and evolve their cities.
- 🏡 The introduction of 'towns' as smaller settlements attached to cities reduces the number of cities a player must manage directly.
- 💰 Towns provide resources and gold to the main city and can be converted to cities using a new game currency called 'influence'.
- 🔄 The new mechanics are designed to reflect the historical evolution of cities and to add a layer of strategy to city development.
- 📈 The changes are expected to make the game more engaging by reducing complexity while adding depth to city planning and growth.
Q & A
What is the main challenge in Civilization 6 that Civilization 7 aims to address?
-The main challenge is the micromanagement of many cities and units, which can become tiresome and lead to players losing interest before the game's end.
How does Civilization 7 plan to streamline gameplay?
-Civilization 7 plans to streamline gameplay by introducing new features and reducing micromanagement, such as removing Builders and simplifying city districts.
What are the two types of city districts in Civilization 7?
-The two types of city districts in Civilization 7 are Urban Districts and Rural Districts.
How does the building placement in Urban Districts differ from Civilization 6?
-In Civilization 7, all buildings are placed in Urban Districts, whereas in Civilization 6, each type of building had a unique district.
What is the initial number of building slots in an Urban District during the Antiquity age?
-The initial number of building slots in an Urban District during the Antiquity age is two.
How does the removal of Builders in Civilization 7 affect gameplay?
-The removal of Builders reduces micromanagement, as players no longer need to manage which tiles their citizens are working on.
What is the new feature of 'culture bombing' in Civilization 7?
-In Civilization 7, districts 'culture bomb' tiles adjacent to them when they've been completed, which encourages overbuilding and the evolution of cities.
How do towns function in Civilization 7 and how do they differ from cities?
-Towns in Civilization 7 are smaller settlements that provide access to nearby resources and gold output for the city they are attached to. They differ from cities in that they do not have a build queue and can be converted to cities using Influence.
What is the new currency introduced in Civilization 7 for converting towns to cities?
-The new currency introduced in Civilization 7 for converting towns to cities is Influence.
How do the changes to city mechanics in Civilization 7 reflect the evolution of real-world cities?
-The changes to city mechanics in Civilization 7, such as overbuilding and the addition of towns, better reflect the historical evolution of major cities, where central rural areas are replaced by urban ones as the city grows.
What is the potential issue with the new district placement mechanic in Civilization 7?
-The potential issue is that cities may end up looking like a strange checkerboard of rural and urban districts, which might not feel authentic.
Outlines
🌟 Revolutionizing City Management in Civilization 7
Civilization 7 aims to transform city management, addressing the challenge of maintaining player interest throughout the game. The previous game, Civilization 6, often saw players losing interest due to the micromanagement of cities and units. Developers have recognized this issue and are introducing new features to keep the game engaging. A key change is the reduction of city districts from numerous unique types in Civ 6 to just two types in Civ 7: urban and rural. Urban districts start with two slots for buildings and can be specialized for different focuses like science, while rural districts handle tile improvements. Builders are removed, and district adjacency bonuses are streamlined. This change is expected to simplify city planning and reduce micromanagement, allowing for a more strategic and less tedious gameplay experience.
🏗️ New City and Town Mechanics in Civilization 7
In Civilization 7, the game mechanics are further evolved to reduce micromanagement and enhance gameplay. Players can only place new districts adjacent to existing ones, which leads to a cultural influence over adjacent tiles. This mechanic encourages overbuilding as the game progresses, reflecting the historical evolution of cities. Early rural districts are replaced by urban ones, and the needs of cities are supplemented by surrounding towns. Towns, a new addition, act as outposts providing resources and gold to the main city. They can be converted into cities using the game's new currency, influence. This shift from managing multiple cities to a few large cities with many towns is expected to streamline gameplay while adding a layer of strategic depth. The video invites viewers to explore more about the ages mechanic and to share their thoughts on the new city mechanics in the comments.
Mindmap
Keywords
💡Civilization 7
💡Micromanagement
💡City Districts
💡Urban Districts
💡Rural Districts
💡Builders
💡Tiles
💡Influence
💡Towns
💡Adjacencies
Highlights
Civilization 7 aims to revolutionize city management in strategy games.
The game addresses the challenge of maintaining player engagement until the end.
Civ7 introduces new features and reduces micromanagement to enhance gameplay.
City districts in Civ7 are streamlined with only two types instead of unique ones for every aspect.
Urban districts in Civ7 start with two slots for buildings and can increase over time.
Builders are removed in Civ7, and tile improvements are now built in rural districts.
Players can place a new district each time a city's population increases.
Civ7 eliminates the need to manage which tiles citizens are working on.
Districts in Civ7 can 'culture bomb' tiles adjacent to them, influencing city growth.
Civ7 encourages overbuilding as districts evolve, reflecting the historical development of cities.
Towns are a new addition in Civ7, acting as outposts and providing resources to cities.
Towns can be converted to cities using the new currency of influence.
The new city mechanics in Civ7 not only streamline gameplay but also add a layer of strategy.
Civ7's changes to cities and the introduction of towns aim to reduce micromanagement.
The new mechanics are expected to make city management more engaging and less tedious.
IGN's review points out potential issues with the new district placement mechanics.
The game's new features are designed to keep the game engaging until the end.
Transcripts
civilization 7 will revolutionize the
way cities work and I think it could be
a master stroke that helps solve one of
the genres biggest challenges let me
tell you why so I'll hold my hands up I
tend to lose interest in a game of civ6
before it's over on a fairly regular
basis and I won't always see through
until the end maybe I have the attention
span of a toddler but the
micromanagement of so many cities and
units can become tiresome compared to
the the feeling of Adventure and
possibility that fills the early game
developers of these games are becoming
more and more aware of this fact the
upcoming ARA history and told has its
own way of keeping the game alive until
the end but c7's combination of adding
some very cool new features with the
removal of some tiresome micromanagement
across the board could prove to be one
of the best Solutions yet so how is the
redesigning of cities shaping up to play
such a pivotal role in this one way C7
is deploying this Duo of combining an
intriguing new feature with streamline
gameplay is the city districts of which
there are now only two types instead of
a unique district for every different
aspect of the game Civ 6 for example had
the campus for science the theater
Square for culture and the commercial
hub for gold you now build all your
buildings ranging from a granery to City
walls to whatever else you'd put in one
of those districts I just mentioned in
what are known as urban districts the
these districts start with two slots for
buildings in the Antiquity age but this
is said to increase as the game
progresses if you want to build a
science District in C7 the way to do it
is to specialize one of your urban
districts to build solely science
buildings as I'm sure you've heard by
now Builders are also gone in civ7 and
things which would previously have been
classed as tile improvements we're
talking about things like fishing boats
or mines are now built in rural
districts which are placed from within
the city screen the way urban and rural
districts are put down is fairly
reminiscent of c6's districts so it
shouldn't take you too long to get your
head around it players will have the
opportunity to place a new District
every time a City's population increases
and because of this there's now no
longer a need to manage which tiles your
citizens are working so another pillar
of Civ six's micromanagement is gone
there too I think most people will agree
that everything that we've talked about
so far has the potential to streamline
an area of gameplay that was pretty
complex in Civ 6 like if we're being
honest Builders often required a lot of
micromanagement and there was so much to
remember with districts in C6 that
planning your cities could get quite
complicated but what I'm more excited
about is that these changes could also
enable a unique and intriguing new
feature coming to civ7 cities in civ7 as
things stand players will only be able
to place a district adjacent to an
existing one to facilitate this
District's essentially culture bomb
tiles adjacent to them when they've been
completed I read over the IGN review of
the initial game play and an issue they
identify with only being able to place
new districts adjacent to existing ones
is that Cities end up as a Strang
looking checkerboard of rural and urban
districts which doesn't feel
particularly authentic however I'm not
sure that this is going to be so much of
a problem instead with buildings losing
their unique effects and adjac bonuses
through each age transition alongside
the addition of towns which we'll talk
about in a second players will be
encouraged to overbuild essentially
build over existing districts with new
ones as the game progresses this could
be a really cool new feature of C7 which
better reflects the evolution of the
world's major cities throughout history
from what I've seen it will make sense
for your major cities to be sprawling
Urban centers where the central rural
districts of the early game are replaced
by new Urban ones and the needs of those
cities in terms of food and other
resources will be supplemented by the
surrounding towns much like how major
cities work today the new District
mechanics therefore not only streamline
the game play but also open up a whole
new way to build a city across the game
since we mentioned towns these are
another major addition for civilization
7 and another way that the game aims to
cut down on some micromanagement
settlers now found towns rather rather
than cities these towns act like Outpost
providing the city they are attached to
access to nearby resources they also
have an output of gold rather than
production meaning that they don't have
a build queue though gold can be used to
purchase items within them towns can be
converted to cities at some point using
the Game's new currency of influence
there's a lot more to find out about
towns going forward but they look fun
and undeniably having to manage less
cities but more towns could again be a
good way to stream the game playay
whilst also adding a cool new gameplay
mechanic the changes to cities are going
to be a massive feature of C7 but to
understand civ7 fully you'll want to
pick out our explainer on everything we
know about the ages mechanic which is on
screen now as for this video do you like
the new city mechanics in civ7 do you
agree with my points today let me know
in the comments thank you so much for
watching and I will catch you soon
関連動画をさらに表示
EVERYTHING You Need to Know About Civ 6 Monopolies & Corporations | Civilization VI Guide
8 Huge Changes AoE2 Players Need To Know About AoE4
GTA Android iOS Sebentar Lagi Rilis | Versi HP Bukan Emulator | Vibe City
Civilization VII: Interview with Dennis Shirk gamescom 2024
Rise and Fall of Indus Valley Civilization
مراجعة وتقييم Assassin's Creed Mirage
5.0 / 5 (0 votes)