Sid Meier's Civilization VII | |||
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Gameplay & Story | Release Date | Pre-Order & DLC | Review |
Sid Meier's Civilization VII is an upcoming 4X strategy simulation game and the latest addition to Sid Meier’s legendary Civilization series. Read on to learn how it plays, what it’s about, and everything else we know so far.
Sid Meier’s Civilization VII News
⚫︎ Summer Game Fest 2024: All Announcements
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Sid Meier's Civilization VII Story
Sid Meier's Civilization VII Story Plot
In Civilization VII, Firaxis reshapes the classic 4X strategy by introducing a fresh narrative framework, the three-age system, which breaks human history into distinct periods. The story now revolves around navigating through these ages, making impactful decisions that define your civilization’s progression. You’ll face new historical "Crisis" moments that will add high-stakes events where every choice can dramatically shape your empire’s fate.
It is possible for global conflicts to erupt, fueled by the unpredictable actions of AI leaders. Wars break out, and unexpected alliances are forged, as players advance through the eras to create their own versions of history that will rival the legacies of real-world civilizations.
Sid Meier's Civilization VII Setting
In Sid Meier’s Civilization VII, players dive into a randomly generated world, a vast map divided into hundreds of hexagonal tiles, each offering unique patches of land and sea, diverse biomes, natural wonders, and the structures each civilization constructs to leave its mark.
Each civilization, depending on its leader and historical strengths, benefits from a starting map bias, positioning them closer to biomes that mirror their real-world origins. This strategic placement allows players to tap into their civilization’s historical technologies and cultural advantages, bringing new depth and authenticity to each playthrough.
Sid Meier's Civilization VII Characters
Firaxis and 2K have been steadily unveiling the leaders joining Civilization VII's roster, each bringing unique skills and strategies to the game. Here’s a look at the confirmed leaders so far, with insights into their attributes, agendas, and exclusive bonuses.
Hatshepsut Attribute, Agenda, and Bonus
In Civilization VII, Hatshepsut is designed to emphasize cultural and economic expansion, tapping into Egypt’s long-standing tradition of wonder-building. With the new feature of navigable rivers, she can harness the full potential of the Nile to enrich and strengthen her civilization, provided the river remains within her grasp.
Leader Attributes | Cultural & Economic |
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Leader Bonus |
God’s Wife of Amun: ● + 15% production towards Buildings and Wonders in Cities adjacent to Navigable Rivers ● + 1 culture for every imported resource |
Leader Agenda | Wonders of Iteru: Prefers leaders with fewer wonders than her |
Recommended Civs | Egypt and Abbasid |
Map Start Bias | Navigable Rivers |
Augustus Attribute, Agenda, and Bonus
Gaius Julis Caesar Augustus, perhaps the most famous Roman emperor in history, leads an expansionist and cultural game in Civilization 7. Unafraid to leverage labor and resources from smaller towns, Augustus seeks to expand the legendary Roman empire one new building and subjugated township at a time.
Leader Attributes | Cultural & Expansionist |
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Leader Bonus |
Imperium Maius ● +2 production in capital for every Town. Can purchase Culture Buildings in Towns ● +5% gold towards purchasing buildings in Towns. |
Leader Agenda | Restitutor Orbis: Prefers leaders with more cities. Dislikes leaders with more Towns. |
Recommended Civs | Rome, Greece, and Spain |
Map Start Bias | N/A |
Confucius Attribute, Agenda, and Bonus
In Civilization 7, Confucius leads with a focus on efficient governance and social harmony. As one of China’s greatest sages, he emphasizes assigning government roles to Specialists, maximizing their impact while nurturing a growing population. Confucius’s approach is to build tall and learn from every opportunity, guiding his civilization to success through his wisdom and careful planning.
Leader Attributes | Expansionist & Scientific |
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Leader Bonus |
Keju ● +25% growth rate in cities ● +2 science from Specialists |
Leader Agenda | Guanxi: Prefers leaders with many Specialists in their civilization |
Recommended Civs | Han and Ming |
Map Start Bias | Grasslands |
Tecumseh Attribute, Agenda, and Bonus
Tecumseh, leader of the Shawnee, is celebrated for his dedication to supporting independent powers across the Americas, rather than suppressing them. His strategy focuses on building strong alliances with City-States, leading a well-fed and highly productive civilization. Tecumseh unites smaller powers, creating a formidable coalition that thrives on cooperation and shared strength.
Leader Attributes | Diplomatic and Militaristic |
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Leader Bonus |
Nicaakiyakoolaakwe ● +1% food and production per Age in Settlements per City-State you are Suzerain of ● +1 Combat Strength for all Units for every City-State you are Suzerain of |
Leader Agenda | Suzerain of the World: Prefers leaders who leaves Independent Powers independent |
Recommended Civs | Shawnee |
Map Start Bias | Grasslands and Plains |
Trung Trac Attribute, Agenda, and Bonus
Trung Trac embodies her historical legacy of resisting the Han Dynasty’s attempts to assimilate Vietnam. Her leadership focuses on anti-authoritarian and anti-assimilation principles, leveraging the strength of highly decorated leaders and innovative warfare strategies for her people’s betterment.
Leader Attributes | Militaristic and Scientific |
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Leader Bonus |
Hai Bà Trưng ● +3 free promotions on her first Army Commander. +20% Commander experience ● +10% Science in Cities in Tropical climates. Doubled while in a Formal War she declares |
Leader Agenda | Van Minh: Prefers leaders who don't have highly-promoted Commanders |
Recommended Civs | Khmer |
Map Start Bias | Tropical and Vegetated |
Ashoka Attribute, Agenda, and Bonus
Ashoka, the celebrated leader of Maurya India, is introduced with two separate personas, reflecting different phases of his historic reign. The World Renouncer persona emphasizes the benefits of a peaceful and content empire, using happiness and harmony to ensure his people are well-fed and prosperous.
Ashoka’s World Conqueror persona in Civilization 7 represents the earlier, more tumultuous period of his reign, focusing on the power of a joyful population to fuel his war efforts. High happiness throughout his empire not only boosts productivity but also inspires the creation of zealous warriors, allowing his forces to easily crush enemy cities and expand his dominance.
Personas | World Renouncer | World Conqueror |
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Leader Attributes | Expansionist and Diplomatic | Militaristic and Diplomatic |
Leader Bonus |
Dhammaraja ● +1 Food for every 5 excess Happiness in Cities ● +10% Food in all Settlements during Celebration. ● +1 Happiness adjacency bonus for all Buildings and Improvements | Devaraja ● +1 Production for every 5 excess Happiness in Cities ● +10 Combat Strength for all Units against Districts during Celebration. Declaring a Formal War grants a Celebration |
Leader Agenda | Without Sorrow: Prefers leaders with happy civilizations | Without Regret: Prefers leaders with expansive civilizations |
Recommended Civs | Maurya | Persia |
Map Start Bias | N/A |
Xerxes Attribute, Agenda, and Bonus
Xerxes the Great strides into Civilization VII with a dynamic dual-persona, capturing both the fierce conqueror of his youth and the strategic economic leader he became. His King of Kings persona brings the power of relentless warfare and pillaging, rewarding players who favor aggressive expansion. Transitioning into The Achaemenid, Xerxes shifts his focus, building vast trade networks that grow into cultural powerhouses, turning economic mastery into global influence.
Personas | King of Kings | The Achaemenid |
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Leader Attributes | Militaristic and Economic | Cultural and Economic |
Leader Bonus |
Crusher of Rebellions ● +3 Combat Strength for Units attacking in neutral or enemy territory ● +100 Culture and Gold per Age when capturing a Settlement for the first time. ● +10% Gold in all Settlements. Doubled if not founded by Xerxes. ● +1 Settlement limit per Age |
Silk Road ● +1 Trade Route per Age ● +50 Culture and +100 Gold per Age when Xerxes creates a Trade Route or Road ● +1 Culture and Gold per Age on Unique Buildings and Improvements |
Leader Agenda | Lord of War: Prefers leaders currently at war | Lord of Coin: Prefers leaders with fewer trade routes than Xerxes |
Recommended Civs | Persia, Mongolia, or Abbasid | |
Map Start Bias | Desert |
Amina
The amount of information regarding Amina’s history and playstyle in Civilization VII remains scarce for the time being. We’ll update this article with more information regarding her Leader Agenda, Map Start Bias, and what civilizations work best with her leader abilities as soon as that information is available.
Leader Attributes | Militaristic and Economic |
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Leader Bonus | Warrior-Queen of Zazzau ● +1 Resource Capacity in Cities ● +1 Gold per Age for each Resource assigned to Cities. +5 Combat Strength on all Units in Plains and Desert |
Leader Agenda | - |
Recommended Civs | - |
Map Start Bias | - |
Other Revealed Leaders
Firaxis and 2K have also revealed additional leaders for Civilization 7, though they have yet to receive dedicated First Look videos. While details regarding their kits and playstyles remain limited, we’ll update this article with more information as soon as it becomes available. In the meantime, you can refer to the table below to see what we know so far about these upcoming leaders.
Other Revealed Leaders | ||||
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Known Information | Napoleon - Emperor | Napoleon - Revolutionary | Benjamin Franklin | Himiko |
Attributes | Economic/Militaristic | Cultural/Militaristic | - | - |
Agenda | - | - | - | - |
Map Start Bias | - | - | - | - |
Leader Bonus | Empereur des Français | La Grande Armée | - | - |
Sid Meier's Civilization VII Gameplay
Sid Meier’s Civilization VII isn’t just another 4X game; it’s the iconic title that defined the genre’s essential features and mechanics. Set on an expansive hexagonal grid, Civilization VII invites you to lead a civilization of your choice as an influential historical leader. By allocating resources wisely, strategically placing infrastructure, skillfully navigating trade and diplomacy, and deploying units with tactical precision, you’ll shape your civilization’s legacy and make a lasting impact on the course of history.
Civilization VII also brings bold new mechanics to the classic Civilization formula, setting itself apart from its predecessors in exciting ways. Staying true to Firaxis' "Rule of Thirds" design philosophy, the game retains a third of the series' traditional gameplay features, enhances another third by improving systems from the previous title, and dedicates the final third to introducing fresh, innovative elements.
Recommend the game to:
⚫︎ People who’ve played the previous Civilization games
⚫︎ People who enjoy 4X strategy games
⚫︎ People who want immense customization in their strategy
⚫︎ People who enjoy semi-realistic historical designs
Antiquity, Exploration, and Modern Ages
Civilization VII shakes up the series with one of its boldest changes yet, streamlining its timeline into three main eras: Antiquity, Exploration, and Modern. Gone are the intricate age-specific bonuses of past games, making way for a new approach where leader and civilization bonuses grow more powerful with each era passed.
This refined progression system offers players a more strategic, less RNG-driven way to develop their civilizations, adding depth while maintaining a dependable path forward.
Mixing and Matching Civs and Leaders
Civilization VII takes customization to new heights, letting players freely pair any leader with any civilization’s bonuses. No longer bound by tradition, leaders can now bring their unique skills to different civilizations, opening up countless strategic possibilities.
Civilizations themselves are now unlocked by age, with distinct options available as players advance. For example, Xerxes isn’t limited to Persia—he can start there in Antiquity and evolve into the Abbasid civilization in the Exploration Age.
Navigable Rivers, Independent Powers, and Influence
Civilization VII introduces three groundbreaking map features: Navigable Rivers, Independent Powers, and Influence.
Navigable Rivers are new tile types with unique yields, standing out from smaller, non-navigable rivers by allowing naval units to embark and travel along their courses, opening up fresh strategic movement and trade possibilities.
Barbarians and City-States now fall under Independent Powers, entities that players can persuade to join their empire through trade and diplomacy—or conquer outright to absorb their resources.
The third addition, Influence, is a new resource that certain structures and tiles generate. Influence fuels diplomatic interactions with other civilizations, providing a key advantage for those who excel in negotiation and alliances.
All Civ 7 Civilizations Revealed So Far: Unique Abilities, Units, and Wonders
Civilization VII offers a rich lineup of new civilizations to explore, spanning three distinct ages and even multiple eras of the same civilization throughout history. Here’s a comprehensive look at each civilization’s unique abilities, specialized units (both civilian and military), exclusive infrastructures, and starting biases.
All Civ 7 Civilization Unique Abilities and Attributes
In Civ 7, every civilization offers its own distinctive abilities and perks, independent of the leader you choose to represent them. However, each civilization is tied to a specific era, and players must meet unique requirements to carry their civilization forward into the next age. Here's a rundown of all unique abilities and attributes for all revealed Civilizations so far.
Civilization | Attribute | Age | Unique Ability |
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Aksumite | Cultural/Economic | Antiquity | Kingdom of Natural Wealth: Increased Gold on Improvements |
Egyptian | Cultural/Economic | Antiquity | Gifts of Osiris: Increased Production on Navigable Readers |
Greek | Cultural/Diplomatic | Antiquity | Demokratia: Increased Influence per turn on the Palace |
Han | Diplomatic/Scientific | Antiquity | Nine Provinces: The Capital and new Towns gain an additional Population with their first growth event |
Khmer | Expansionist/Scientific | Antiquity | Ksekam Chamnon: Urban Districts on Rivers do not remove the natural yield of the tile |
Mayan | Diplomatic/Scientific | Antiquity | Skies of Itzamna: The Palace gains Science for adjacent Vegetated tiles |
Mauryan | Militaristic/Scientific | Antiquity | Dhamma Lipi: You can choose an additional Pantheon after unlocking Mysticism |
Mississippian | Economic/Expansionis | Antiquity | Goose Societies: All Buildings gain Food adjacency for Resources |
Persian | Economic/Militaristic | Antiquity | Hamarana Council: Infantry Units receive increased Combat Strength when attacking |
Roman | Cultural/Militaristic | Antiquity | Twelve Tables: Adds Culture on Districts in the Capital and Towns |
Abbasid | Cultural/Scientific | Exploration | Medina: Receive Gold for each Rural Population of the City when you create a Specialist. Effect scales with Game Speed |
Chola | Diplomatic/Economic | Exploration | Samayam: Gain an additional Trade Route from Trade Agreements |
Norman | Diplomatic/Militaristic | Exploration | Normannitas: ● +1 Movement and to Land Units when Embarked ● +5 Combat Strength to Land Units when adjacent to Coast |
Shawnee | Diplomatic/Economic | Exploration | Nepekifaki: Settlements built adjacent to Navigable Rivers gain increased Food on River tiles, but Cities not built adjacent to a Navigable River receive less Food |
Songhai | Economic/Militaristic | Exploration | Tarikh al-Sudan: +15 Trade Route range to Cities on Navigable Rivers and your Trade Ships cannot be Plundered on Navigable Rivers |
All Civ 7 Civilization Unique Units
In Civ 7, every civilization boasts its own array of unique military and civilian units, each specializing in distinct roles and functions that highlight the diverse strengths of each culture. Here’s a breakdown of all the unique units revealed so far!
Civilization | Unique Military Unit | Unique Civilian Unit |
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Aksumite | ● Dhow: Unique Naval Unit. Increased Combat Strength on Coast tiles. Has a charge to create a naval Trade Route. | ● Tankwa: Unique Trade Ship Cannot be pillaged. Increased Trade Route range. |
Egyptian | ● Medjay: Unique Infantry Unit. Has increased Combat Strength in friendly territory, doubled when stationed in a Settlement you own. | ● Tjaty: Unique Visier/architect Unit. Can only be built in Cities with a Necropolis, and the specific Tjaty received is random. |
Greek | ● Hoplite: Unique Infantry Unit. Has increased Combat Strength if adjacent to another Hoplite Unit. | ● Logios: Unique Scholar Unit. Can only be built in Cities with an Acropolis, and the specific Logios received is random. |
Han | ● Chu-Ko-Nu: Unique Ranged Unit. Has Zone of Control and increased Defense. Has increased Combat Strength when attacking adjacent Units. | ● Shì Dàfū: Unique Scholar-bureaucrat Unit. Can only be built in the Capital once it has reached a set Population, and the specific Shì Dàfū received is random. |
Khmer | ● Yuthathahi: Unique Cavalry Unit. Has increased Combat Strength but low Movement. Immune to flood damage. | ● Vaishya: Unique Merchant Unit. Immune to flood damage. Ignores movement penalties from Wet tiles. |
Mayan | ● Hul’che: Unique Ranged Unit. Can see through Vegetation and suffers no movement penalty from Vegetated tiles. | ● Jaguar Slayer: Unique Recon Unit. Has the Jaguar Trap ability, creating an invisible trap that must be placed on Vegetated tiles. |
Mauryan | ● Purabhettarah: Unique Cavalry Unit. Has increased Combat Strength against Fortifications. | ● Nagarika: Unique Settler Unit. Adds Happiness Happiness on City Halls. |
Mississippian | ● Burning Arrow:Unique Ranged Unit. Has increased Combat Strength against Fortified Districts and Siege Units. Applies the Burning status to tiles for a set number of turns. | ● Watonathi: Unique Merchant Unit. Gain Gold Gold per Resource acquired when creating a Trade Route. |
Persian | ● Immortal:Unique Infantry Unit. Heals for a set amount after defeating an enemy Unit. | ● Hazarapatis: Unique Commander. Starts with the Initiative Promotion, which allows Units to move after unpacking from the Commander. |
Roman | ● Legion:Unique Infantry Unit. Gains Increased Combat Strength for every Roman Tradition in the Government. | ● Legatus: Unique Commander. Can gain the ability to create a new Settlement after a set number of Promotions. |
Abbasid | ● Mamluk:Unique Infantry Unit. Gains Increased Combat Strength for every Roman Tradition in the Government. | ● Ālim: Unique Great Person Unit. Can only be built in Cities with a Ulema, and the specific Ālim received is random. |
Chola | ● Kalam:Unique Naval Unit. Has an additional Attack per turn if Movement allows. | ● Ottru: Unique Naval Commander Unit. Opposing Combat Units in its Command Radius have reduced Combat Strength. |
Norman | - | - |
Shawnee | ● Kispoko Nena’to:Unique Infantry Unit. Has increased Combat Strength for every Empire Resource. | ● Hoceepkileni: Unique Missionary Unit. Has increased movement, and Rivers do not end movement. |
Songhai | - | - |
All Civ 7 Civilization Unique Infrastructure and Associated Wonders
A civilization is shaped by its culture, infrastructure, and the monumental legacies it leaves behind—and Civ 7 captures this beautifully. Here’s an overview of the unique infrastructure and wonders tied to each civilization revealed so far!
Civilization | Unique Infrastructure | Associated Wonder |
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Aksumite | ● Hawilt: Unique Improvement. Gold base. Increased Culture for each adjacent Wonder or Hawilt. Must be built on a Flat tile. | Great Stele: Gain Gold per Age when you complete a Wonder in this City, including the Great Stele. |
Egyptian | ● Necropolis: Unique Quarter. Gain Gold every time a Wonder is completed in this City. ● Mastaba: Unique Building. Culture base. Gold Gold adjacency for Desert tiles. ● Mortuary Temple: Unique Building. Gold base. Happiness adjacency for Navigable Rivers. |
Pyramids: Increased Gold and Production on Minor and Navigable River tiles in this city. |
Greek | ● Acropolis: Unique Quarter. Increased Gold Gold on the Parthenon Unique Building for each City-State you are Suzerain of. ● Parthenon: Unique Building. Culture Culture base. Gains Influence if placed on Rough Terrain. ● Odeon: Unique Building. Happiness base. Culture adjacency for Quarters. |
Oracle: Adds Culture Culture. When gaining rewards from a Narrative Event, gain additional Culture per Age. |
Han | ● Great Wall: Unique Improvement. Adds Culture. Increased Happiness for adjacent Great Wall segments. Increased Combat Strength for any Units defending on this tile. | Weiyang Palace: Adds a high amount of Influence. |
Khmer | ● Baray: Unique Improvement. Adds Food. Increased Food on all Floodplains in this Settlement. | Angkor Wat: Adds Happiness. Increased Specialist Limit in this City. |
Mayan | ● Uwaybil K'uh: Unique Quarter. Every time you research a Technology, this City gains Production equal to a small percentage of its cost. ● Jalaw: Unique Building. Happiness base. Culture adjacency for Quarters. ● K’uh Nah: Unique Building. Science base. Science adjacency for Vegetated tiles. |
Mundo Perdido: Increased Happiness and Science on Tropical tiles in this City. |
Mauryan | ● Matha: Unique Quarter. Increases Happiness in this City. ● Daramshala: Unique Building. Happiness base. Science adjacency for Quarters. ● Vihara: Unique Building. Happiness base. Culture adjacency for Mountains. |
Sanchi Stupa: Adds Happiness. Increased Culture for excess Happiness in this City |
Mississippian | ● Potkop: Unique Improvement. Adds Gold. Adds Food for each adjacent Resource. | Monks Mound: Adds Food. Increased Resource Capacity in this City. |
Persian | ● Pairidaeza: Unique Improvement. Adds Culture and Gold. | Gate of All Nations: Adds Gold. Increased Support on all Wars. |
Roman | ● Forum: Unique Quarter. Adds Culture and Gold for every Roman Tradition in the government. ● Temple of Jupiter: Unique Building. Happiness base. Culture adjacency with Happiness Buildings. ● Basilica: Unique Building. Gold base. Influence adjacency for Culture Buildings. |
Colosseum: Adds Culture. Increased Happiness on Quarters in this City. |
Abbasid | ● Ulema: Unique Quarter. Adds Science to all Specialists in this city. ● Madrasa: Unique Building. Science Base. Science adjacency for Quarters and Science Buildings. ● Mosque: Unique Building. Happiness base. Happiness Adjacency for Culture Buildings and Culture Adjacency for Happiness Buildings. |
House of Wisdom: Adds Science. Gain a set number of Relics. Increased Science on Great Works. Has a set number of Great Works slots. |
Chola | ● Five Hundred Lords: Unique Quarter. Increased Land Trade Route Range and Water Trade Route Range. ● Manigramam: Unique Building. Happiness base. Happiness adjacency for Trade Buildings. Gold adjacency for Quarters. ● Anjuvannam: Unique Building. Gold Base. Gold Adjacency for Coast and Navigable Rivers. Increased Production towards Naval Units. |
Brihadeeswarar Temple: Adds Happiness. All Buildings with an active adjacency receive a Happiness adjacency with Navigable Rivers. |
Norman | - | White Tower |
Shawnee | ● Mawaskawe Sote: Unique Improvement. Adds Food. Increased Gold for each adjacent Resource. | Serpent Mound: Adds Science. Increased Science and Production to all Unique Improvements. |
Songhai | Caravanserai | Tomb of Askia |
Is Sid Meier's Civilization VII Multiplayer?
Yes, for up to 8 people, depending on the Age you set for the game
Sid Meier’s Civilization VII offers both single-player and multiplayer modes, with support for up to 8 players taking turns in the same game, depending on the starting Age. In the Antiquity or Exploration Age, multiplayer is limited to 6 players, while the Modern Age supports the full 8-player experience.
In single-player, players can also compete against up to 8 AI-controlled civilizations, each growing alongside the player’s. Though the specific mechanics for each difficulty level haven’t been officially revealed, the game traditionally features 8 difficulty settings, from Settler to Deity, each adding unique challenges to test players' strategic prowess.
Sid Meier's Civilization VII System Requirements
Firaxis and 2K released the game's official system minimum, recommended, and ultra system requirements through an official blog post. Refer to the table below to see if your system can run Sid Meier's Civilization VII.
Specifications | Minimum | Recommended | Ultra | ||||||||||||||||||||||||||||
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Graphics Preset | Low | Medium | High | ||||||||||||||||||||||||||||
Resolution | 1080p | 1080p | 4K | ||||||||||||||||||||||||||||
CPU | Intel Core i3-10100 AMD Ryzen 3 1200 |
Intel Core i5-10400 AMD Ryzen 5 3600X |
Intel Core i7-14700F AMD Ryzen 9 5950X |
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GPU | NVIDIA GTX 1050 AMD RX 460 Intel Arc A380 |
NVIDIA RTX 2060 AMD RX 6600 Intel Arc A750 |
NVIDIA GeForce RTX 4070 AMD Radeon RX 7800 XT |
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Memory | 8 GB RAM | 16 GB RAM | 32 GB RAM | ||||||||||||||||||||||||||||
Video Memory | 4 GB | 8 GB | 12 GB | ||||||||||||||||||||||||||||
Storage | 20 GB SSD | ||||||||||||||||||||||||||||||
OS | Windows 10/11 64-Bit | ||||||||||||||||||||||||||||||
Direct X | Version 12 |
Sid Meier's Civilization VII Trailers
Gameplay Reveal
Official Teaser Trailer
First Look: Hatshepsut | Civilization VII
First Look: Augustus | Civilization VII
First Look: Confucius | Civilization VII
First Look: Tecumseh | Civilization VII
First Look: Trung Trac | Civilization VII
First Look: Ashoka | Civilization VII
First Look: Xerxes | Civilization VII
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Sid Meier's Civilization VII Product Information
Title | SID MEIER’S CIVILIZATION VII |
---|---|
Release Date | February 11, 2025 |
Developer | Firaxis Games |
Publisher | 2K |
Supported Platforms | PC (Steam), PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch |
Genre | Strategy, Simulation |
Number of Players | Single Player, Online and LAN PvP Multiplayer |
Rating | RP |
Official Website | Sid Meier’s Civilization VII Official Website |