How do crises work on Civ 7?

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Civilization 7 It contains a three -year system that divides the game between antiquity, survey and modern age. At the end of these first two, you switch civilizations and at the same time retain your leader; To facilitate the highly dramatic, transitional phases demanding to play, you will encounter a crisis starting with a 70 percent trail and intensify twice.

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There are three possible crises for each of these era and those you get are randomly selected. It is therefore important that you appreciate your mettle for everyone. So it helps to know what you may get into – our guide comes there.

Can you deactivate the Civ 7 Crisis Mechanic?

Deactivation of crisis mechanics in civilization 7

Certainly you can. You can Disable a crisis system Quite, if it does not suit your imagination, or you would simply prefer a more carefree playback. This must be done when creating a new game;; It is a switching function in Advanced options Sub-menu.

We recommend doing this at least once as Its omission causes another vibration of late age, They are still fighting with the competing Civs and great works still roaring forward. It is not that distaste The crisis system, but after a while it is tiring.

Ancient age crisis

Babylonian in Civilization 7

Your trio of potential crises in Age are:

Plague

In our minds, The Morish crisis of ancient times is the worst of all. His impossible to prevent its spread in any real way and will result in Guaranteed total loss of productivity for any infected settlements for several turns. It's bad. It's very, very bad.

The best thing you can hope for how moral, what it looks like is that it is also to infect your opponents. Fortunately, It will probably be. It spreads like a third fire and a final Crisis point (always occur in 70/80/90 % of intervals in Age).

No matter You want to move all your units from the settlements – rural and urban – Once the settlements are infected. Otherwise there is a high chance of being lose units into the plagueWhich will cause any ongoing wars to be all the more sustainable.

Keep your Luck Stat as high as possible. Your people are not surprised that they are dying, that they are dying of an invisible form of what must certainly be a divine punishment.

Insurgency

Rebellion They are not as brutal as a plague anywhere, but still much bad about themselves. Your settlements will grow increasingly unfortunate, As with this first crisis, It is necessary to maximize your yields of happiness in any way.

In fact, because it is the core of the rebellion mechanics itself and given it's more controllable Before the plague, you have every motivation Focus your efforts to maintain the population of content Once the crisis is announced.

Due to the possibility of rising crisis, It is important not to exceed your settlement Throughout the age of ancient times, unless it is absolutely necessary. Remember that For every settlement over the limit you are facing a criminal penalty of happiness.

“Nice” thing about rebellions is that You can customize their impact to suit your situation. It means Crisis political cards that you can choose between them can avert the onslaught of impact on cities, cities, capital, to the settlements you have established in the settlements No Found, and so on.

If you play peace loving civ, click on the political card that affects Quiet settlements, of which you will have little if at all. If you are rather Warmonger and therefore have you personally established several parts of your empire? Do the opposite.

Invasion

As they go to the age of ancient times, Invasion is probably the easiest to act. During the invasive crisis, hostile New independent forces will appear in the premises between all the realms, and they will return to each Crisis pointgrowth stronger every time.

If you don't have a shocking weak army, it's really not that bad. (At the highest level of difficulty, the opponents' combat modifiers worsen, but then everything is “worse” at higher levels of difficulty.) Keep several military units all the time ensure the rapid destruction of these strains.

AI civilization 7 tends to settle anywhere and everywhereSo if you don't play modified maps of substantial size, You probably won't have to deal with many of these independent powers, Because there will simply be not much country for them.

You should treat these events as Commander Mispable Army Exp. Not to mention You get strong yields from distraction of strengthas with others. Hurry to them every time they reappear within reach Avoid other cities in harvesting rewards.

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Reconnaissance crisis

Religion in civilization 7

Two return (one with a brand new name, but more or less the same agreement) and the other first enters Fray. IN Survey ageYou will fight one of the following:

  • Plague
  • Revolution
  • War of religion

Plague

The plague is still quite scary even at the age of the survey because it contains it Equally strong potential to destroy your civilization. Actually Seems to spread even faster.

But is not so unstoppable anywhereThanks to the formation of a civilian reconnaissance age: Doctor. You can train them relieve damage;; You do not stop its spread but It's something like a buffer compared to the worst possible circumstances.

Moreover, because your civilization is now cultivated (or something), You have a diverse ways of handling fines to happiness. Maybe Station commanders over Discharge Policy Crisis Card, or take a Decrease in gold Rather than a shot of happiness.

As with Antiquity Age version, Keep your units noble from rural and urban tiles in infected settlements.

In our gaming games we usually had a higher chance to be late in the exploratory age than in antiquity, so if this also applies to you, also, also, also, It's all the more important to make sure you don't lose your defensive power.

Revolution

The revolution is to some extent axle the rebellion of the age of ancient times. But it's more fun – if possible because the crisis may be “fun” like There are more dynamic options for a crisis policy card this time.

What you deal with rather than specifically the dilemma related to happiness is potential to reduce each return. This, of course, raises a number of problems, but it is also less focused on a single stat, which means The overall effect may feel somewhat reduced.

As with other exploratory age crises, you have a wider range of ways to help stop damage.

War of religion

The War of religion The crisis is, honestly, quite cool. It's once on Civ 7 when The mechanic of religion of exclusive survey feels completely impressiveas You will get bonuses against crisis depending on whether you have a lot of transformed cities in your empire or many separate religions competing for your population.

The last part is so handy because If you decide not to micromanage all religious conversions of competing Civs missionaries, you can actually choose cards of crisis political cards that are doing more religious coexistence.

On the contrary, If you decided to reap rewards for spreading religion, you can get more.

The key is therefore Start a survey age with regard to a clear journey. Think carefully about what your Legacy Path goals will be and either Strictly prevent your belief in your borders, or make sure that a variety of zeal is happening – aka, do nothing.

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