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Engin'rng:
Sid Meier’s Civilization VII

Engin'rng:

Dive into the 'Engin'rng:' section of our Sid Meier's Civilization VII guide. Learn about new features like distinct Ages, Influence yield, river mechanics, and settlement types.

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Dive into the 'Engin'rng:' section of our Sid Meier's Civilization VII guide. Learn about new features like distinct Ages, Influence yield, river mechanics, and settlement types.

This section of the guide focuses on the 'Engin'rng:' aspects of Sid Meier's Civilization VII, detailing new mechanics and features introduced in the game.

New Features:

  1. Ages: The game is divided into three distinct Ages: Antiquity, Exploration, and Modern. Each age has unique tech and civic trees. Civilizations are bound to one age and can transform into new ones based on player actions and leader choices. For example, Augustus leading Rome in the Antiquity Age might transition to the Normans in the Exploration Age and the French Empire in the Modern Age. Civilization choices are influenced by the leader, previous civilization, and specific gameplay elements (e.g., owning 3 Horse Resources grants access to Mongolia in the Exploration Age). A temporary 'Crisis' occurs during each Age shift, forcing players to adopt negative policies to balance the game and prevent snowballing.
  2. Influence Yield: A new yield type called 'Influence' is introduced, used for diplomacy with other civilizations.
  3. Rivers: Rivers are now categorized into small and navigable. Navigable rivers allow Naval Units and embarked Units to travel through them. Both types of rivers now run through tiles instead of along their edges.
  4. Settlements: Cities are now divided into 'Cities' and 'Towns', both categorized as 'Settlements'. All settlements, except the Capital, start as Towns, which cannot produce anything independently.

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