Civilization 7 Antiquity Age Livestream Recap

Civilization 7 Antiquity Age Livestream Recap

As a seasoned Civilization player with over a decade of gaming under my belt, the recent developer livestream for Civilization 7 has left me utterly spellbound. The Antiquity Age gameplay and features unveiled have sent shivers down my gaming spine, and I can’t help but feel the anticipation building within me like a crescendo of ancient civilizations clashing together.


In anticipation for the launch of Civilization 7, Firaxis Games hosted a live developer stream on a Thursday afternoon last week. Spanning over an hour, this event offered players a sneak peek at the Antiquity Era in Civilization 7, as well as several exciting new additions to the game.

As a passionate gamer, I’m thrilled about the sneak peek the developers have given us into the transition from the Antiquity Age to the Exploration Age in our game. Moreover, they unveiled Greece as one of the civilizations that will grace the Antiquity Age, making each gaming session even more captivating.

To catch the complete broadcast, it’s available right here for your viewing pleasure. But if you’d prefer a quick summary of the most important moments from the game, we’ve got that covered too!

Civilization 7 Antiquity Age Livestream Gameplay Highlights

  • The first unit in the game are Founders. Founders create capital cities in Civilization 7 whereas Settler units establish towns. They are separate units.
  • Settlers won’t just get captured immediately when attacked. They can now attempt to defend themselves. However, they no longer get captured at all, instead they get destroyed.
  • Each civilization will have its own original soundtrack (OST) in the game.
  • Two types of rivers: minor and navigable.
  • Happiness is a full yield in Civilization 7.
  • The first unit you build in the Antiquity Age — Scout or Warrior — only take one turn, so you’ll have them by turn two.
  • Various terrain will end all movement. These include areas like vegetation (changes based on biome), rough terrain, and wetlands. Some units have the ability to move right through the difficult terrains.
  • Tech’s don’t unlock tile improvements. Instead, they unlock the yields for them.
  • No more workers/builders or unit. New Grow City action brings you options for what you can do on various tiles in your city.
  • City must grow linearly.
  • Scouts have a new search skill to reveal the area around them. There’s also a permanent lookout skill for the map.
  • Discoveries give you small narratives within the game, and options for the rewards you claim.
  • Each district can hold up to two buildings.
  • You can take areas such as a woodcutter, and move them to a different tile. You can then relocate the population somewhere else to still take advantage of them.
  • Eurekas and Inspirations are no longer part of the game. Similar goals still exist, but they don’t give any sort of boost to the tech tree. Instead, they are quests you can accept that yield various rewards.
  • Special districts are created by combining specific buildings that give bonuses based on the civilization.
  • Your Happiness yield will help determine your celebrations based on a threshold. The government within your civilization will change the celebrations offered.
  • Influence is used for diplomatic actions within the game.
  • Settled downs can have specialties such as mining, farming, trade towns, etc.
  • If you go above city limits, you will suffer happiness penalties.
  • Great People are unique to civilizations.
  • Roads are created between cities automatically within a certain distance.

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2024-09-12 22:47