Interviews

Published on November 15th, 2024 | by Andrew Bistak

Civilization VII Developers Interview @CivGame #Civ7

Courtesy of Double Jump and PAX Australia, Impulse Gamer was given an opportunity to speak with the developers behind Civilization VII, the revolutionary new chapter of this award-winning strategy game franchise, as players build the greatest empire the world has ever known!

But first, the trailer…



.

So what does the concept of civilization mean to you?

“I think Civilization is about incorporating historically accurate scenarios with interesting gameplay in order for players to create their own story. It’s also about working with the gameplay mechanics, learning new things, and then trying something else with it.”


How would you describe the latest instalment of Civilization?

“It’s one of the largest and most diverse versions to date. A lot of love went into making Civilization VII, and it was also about elevating everything to the next level and providing that gameplay. Although we’ve added a lot of new elements, we’ve also streamlined some of the steps so that you don’t have to go through multiple steps and you can get right into the interesting decision part. We’re also very happy with the new combat system that we call ‘continuous combat’. This is a faster response of gameplay that has a lot of weight behind and is also visually rewarding.”



.

Could you describe some of the new elements incorporated?

“Something that’s brand new for Civilization VII is the commanders. They are vital to your actions on the battlefield, and when you are battling it out, you are gaining experience that can be used to upgrade their skill tree. They are also a great conduit for taking control of your army, whereas previously, this was done with a lot of clicking. So once you’re at your destination, you can ‘unpack’ your army and then make tactical decisions from there, and the commanders have a whole suite of abilities. The art team has also put a lot of effort into them, and I think the players are going to enjoy it.

On the infrastructure side, we’ve also increased what can be placed on individual hex spots, including ‘hero buildings’ and how you incorporate them into your cities, even allowing them to make decisions if you want to. Also, by placing certain buildings in the same hex, you gain bonuses. For example, you can create a Necropolis and gain extra bonuses on that. Although player choice still plays a role, if you place the Mortuary Temple elsewhere, you will not get that bonus, but you have the freedom of choosing where you build it.

Another new feature is navigable rivers that can be used to set up a new continent or use it for raiding or even create a superhighway, which can also dictate how your cities are built. We’ve also created some interesting visuals and neat camera systems to help with this.”


What are the biggest challenges of this design?

“Although the new additions are awesome, the biggest challenge of the design was to keep it honest to the franchise. It was a huge and exciting challenge, and what we kept in mind was that we needed to recreate all of history – all the cultures, all the people. Another challenge with the design team was determining what went into the game and how we came up with the age system that was an element of helping us shape and guide that decision making. We were able to identify different units for certain time periods. This helped establish each age that has a start, ‘strong’ middle, and an end that allowed us to work together and keep in our scope.

Another huge challenge was making sure that while we’re adding all this new fidelity and detail to our assets, it had to have ‘readable realism’ that was detailed zoomed in and out, which also made it worth investigating for the player. While the world is created procedurally, we don’t directly control the shape of the terrain and we don’t know where the player is going to base their city, which makes it exciting and rewarding. There’s also an element of randomness, such as natural disasters, that while it is outside your control, makes it more interesting. One of the great things in strategy games is that you make your plan, but due to elements outside your control, you also need to make a new strategy.”



.

Launching Civilization across multiple platforms must be a strategy in itself?

“It definitely impacts development because you need to manage your resources, which will take more time and energy. You’re also thinking about how this is going to work on this platform and will it work with that controller? You’re also thinking about how it will look when we change the resolution? Luckily, we had a great team with the tools across the entire project that have really made this game come together and on multiple platforms.”

And what were your favourite aspects of gameplay?

“The continuous combat was a huge part for me, including the advancements in naval combat. Having those ships clash with each other and then all the crew getting into huge melee battles is great, and the teams (animation and tech) have really fine-tuned this mechanic. Besides the naval combat which looks great, I love how you can zoom into your city and see all the small details (like a bag of corn sitting in a market) that make it very believable. Another thing that comes to mind is our iterations of the diplomacy system. In the past, it used to be a lot more transactional and reactive, but not now. It’s a lot more interactive and about relationships and getting to see the two different leaders on screen and getting them to say yes or no. It’s about building those relationships rather than you dictating the outcome. It feels more like a realistic simulation of diplomacy rather than just a final question.”

Last question, what does the legendary Sid Meier think about Civilization VII?

“He’s already there – he helps out and he likes it! While he’s not there day-to-day, he regularly works with the team, so it’s safe to say his input is everywhere. So the core of ‘Civ’ is in this game that is a beautiful balance of long-term and short-term goals, including decision making and how you build your empire.”


Build something you believe in Sid Meier’s Civilization VII…

Sid Meier’s Civilization VII launches worldwide on February 11, 2025 for PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC via Steam (which also supports Mac and Linux) and the Epic Games Store. Cross-play multiplayer is fully supported.

The award-winning strategy game franchise returns with a revolutionary new chapter. Sid Meier’s Civilization® VII is a turn-based strategy game that empowers you to build the greatest empire the world has ever known! In Civilization VII, your strategic decisions shape the unique cultural lineage of your evolving empire. Rule as one of many legendary leaders from throughout history and steer the course of your story by choosing a new civilization to represent your empire in each Age of human advancement.

Construct cities and architectural wonders to expand your territory, improve your civilization with technological breakthroughs, and conquer or cooperate with rival civilizations as you explore the far reaches of the unknown world. Pursue prosperity in an immersive solo experience or play with others in online multiplayer. Whether you choose to follow a path rooted in history or reimagine possibilities to chart your own way forward, build something you believe in and create a legacy that echoes through the Ages in Civilization VII.

Pre-order CIVILIZATION VII now: https://2kgam.es/Civ7


About the Author

When he's not trying to save the world, Andrew enjoys travel (although loathes turbulence), going to the movies, reading and being a dad to his two dogs (and now twins) with his wife.



Back to Top ↑