"It's truly different"... A hands-on look at the massive Civilization VII 'Test of Time' patch ⭐8

Civilization VII was an ambitious game. The developers announced a goal of balancing the 'continuation' of the series' strengths, the 'improvement' of its shortcomings, and the introduction of 'something new' in a 1:1:1 ratio. The plan was to capture both new fans and those familiar with the series. However, solid plans and vast goals do not always lead to success. That was the case with the launch of Civilization VII, and various content that failed to align with fan expectations led to disappointment.

More than a year after launch, the development team is attempting to return to the series' roots by addressing the changes they had long emphasized—specifically, removing the core difference of the existing system where civilizations change according to the era. The free 'Test of Time' update for Civilization VII now allows players to enjoy a single civilization from the Ancient era through the Age of Exploration and into the Modern era.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Civilization VII: Test of Time ©INVEN

However, it is difficult to call this a simple regression. The developers have maintained the identity of playing as the same civilization throughout all eras while simultaneously opening up different possibilities for each age. Along with extensive overhauls based on feedback received since launch, they have found a way to preserve the unique systems of Civilization VII.

From civilization selection and victory conditions to motivation during gameplay, I explored the changes Civilization VII will undergo with the Test of Time through a pre-release preview build.

One civilization to the end
A new balance created by 'Ages of Peak' and 'Syncretism

The core change in the Test of Time update is the aforementioned continuity of civilizations. Unlike the previous system where players chose a new civilization during era transitions, you can now continue the game with your current one. While leaders and civilizations remain distinct, this aspect alone makes it seem as though the civilization selection system from previous series entries has been brought back.

However, in Civilization VII, the era transition still acts as a factor that changes the core framework of the game. While there was a patch that allowed military units to carry over to the next era, concepts that can only begin upon reaching each era—such as transcontinental travel and archaeological excavations—still exist. You must still plan new strategies through building reconstruction from the previous era. This means that the strengths and characteristics of the same civilization may not be as effective in the next generation.

시드 마이어의 문명 7 Sid Meier's Civilization VII
The newly added Alexander the Great ©INVEN

In fact, that is why the civilization change mechanic was originally set up. In the returning single-civilization system, this is addressed through the concept of an 'Age of Peak,' which emphasizes the strengths of each era. Every civilization has one of the Ancient, Exploration, or Modern eras designated as its peak. During this period, you can utilize that civilization's unique units, buildings, and facilities. It can be interpreted as the period where the civilization's abilities are fully realized, similar to how civilizations functioned before the patch.

Rome's unique unit, the Legion, gains attack power during the Ancient era, making it a powerful combat force. However, this strength is historically fitting for the Ancient era. Naturally, it becomes unusable once the Age of Peak has passed. Even though previous series entries lacked a distinct era structure, units from earlier eras were often difficult to find a proper use for. The 'Age of Peak' concept effectively solves that problem.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Each civilization has an Age of Peak, during which its unique units, facilities, and abilities are at their strongest ©INVEN

The Test of Time also provides other opportunities for civilizations that are not in their Age of Peak. Civilizations in eras other than their peak can research a new social policy called Syncretism. This has become the key element that allows the game to maintain the identity of Civilization VII while upholding the tradition of civilization continuity.

Basically, in addition to their unique features, civilizations possess general civilization abilities. For example, the Inca, whose peak is the Age of Exploration, can develop mountains from the Ancient era to gain food and production. These values increase slightly in the Exploration and Modern eras. Civilizations that are not in their peak can acquire and set these basic abilities as traditions.

시드 마이어의 문명 7 Sid Meier's Civilization VII
The Modern British Empire's social policy during its peak (top) and a non-peak social policy configured to quickly advance Syncretism ©INVEN

Syncretism goes a step further by allowing players to integrate the characteristics of other civilizations. Once Syncretism is researched, you can select related content from a separate menu. By default, you are provided with a set of unique units or facilities from another civilization that can be linked to your current one. As these are peak-era units/facilities from other civilizations, they can add era-specific strengths to your current civilization, whether it has passed its peak or has yet to reach it.

Another option is 'Accommodation,' which further strengthens a civilization's existing advantages. Rather than providing something powerful tailored to a specific era, this is a concept of strengthening traditions that can be used across all eras. It adds the benefit of an extra slot. If you need more powerful units in your current situation, you can choose a unique unit; if you want to bolster existing strengths or gain new resource advantages, you can choose your own path of development.

Whether through Accommodation or by adding the traits of other civilizations, you only have one choice, so it does not erase or fundamentally change the unique color of your civilization. It appears to be a strategic choice by the developers to differentiate the system from the previous civilization-changing mechanic while preserving the series' identity.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Syncretism allows you to improve era-specific weaknesses by integrating parts of other civilizations' traits, but you are limited to one choice ©INVEN

By clearly distinguishing between policies and traditions, the developers have naturally separated them in the policy menu as well. Policy slots are now divided into general slots that can use both policies and traditions, and slots that can only use policies. Even though traditions are more symbolic of a civilization's character, this avoids the situation of comparing them to universal policies, adding strategic choices that can be utilized according to the era or the civilization's situation.

This choice also extends to civilization selection during era transitions. In the Test of Time, you can keep your civilization as it is during an era transition, or you can choose to change it. This allows players to fully utilize the characteristics and strengths of a new civilization for that era, leaving the decision to the user rather than forcing a change. Of course, if you only care about efficiency, changing civilizations is still valuable. However, being able to keep your own civilization while still maintaining competitiveness thanks to Syncretism also increases emotional satisfaction.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Whether to change to a new civilization as before or continue with your current one is now the user's choice ©INVEN

From forced paths to free points
A complete redesign of the victory formula

Just as 'choice' is emphasized throughout gameplay, the developers have completely overhauled the game's victory formula. This change focuses on autonomy regarding the civilization's style and, by extension, the player's own gameplay method, rather than just following a predetermined path.

The existing 'Path of Heritage' acted as a guide, giving players appropriate goals based on specific directions like culture, military, science, or economy. Beginners could simply follow these to know how to play early on. However, the problem was that this led directly to the victory formula. Although there were instructions from different advisors for each sector, the game route was ultimately determined by the conditions of these four paths. There was a direction for victory, but the freedom to choose how to get there had vanished.

시드 마이어의 문명 7 Sid Meier's Civilization VII
With the Path of Heritage gone, the advisors' roles have changed to mere consultants ©INVEN

Consequently, the change in victory methods led to the abolition of the Path of Heritage. Advisors now only provide advice relevant to their fields, and even then, only when you follow them. The game has adopted a point-based victory system, where the game ends when the leading player achieves a specific score.

Winning by earning points for various actions, rather than being forced to meet specific goals for certain behaviors, brings diversity and autonomy to the gameplay itself. Taking a cultural victory as an example, points are awarded for various culture-related events, such as constructing wonders, developing natural landscape tiles, holding festivals, building unique facilities, and constructing resorts. Depending on the era, the display of relics and artifacts also has an impact.

Whether it's an economic victory based on GDP or a scientific victory based on various innovation factors, the points earned differ by sector. Depending on the gameplay situation and the civilization—and even for the same civilization, depending on the era—the methods and directions for scoring change. The structure of the gameplay itself has changed from the previous system, where you could only create a victory situation through specific methods. This change in victory conditions has altered the gameplay as significantly as the ability to play without changing civilizations.

By creating a victory structure through points, it has become intuitively possible to check how close you are to victory compared to other civilizations. Since the goal of victory has changed to reaching a score, it is naturally possible to aim for victory without necessarily reaching the final era. Of course, there is a difference in that the amount of points earned increases as you move from Ancient to Exploration to Modern, but victory is possible even before the Modern era if you meet the score requirements.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Victory is determined by calculating points in each sector; the variety of ways to earn points increases gameplay autonomy ©INVEN

If no leader achieves the victory score, the final winner is determined by total points, and this calculation is performed separately. This calculation itself aggregates various situations and records, making it sometimes difficult to immediately understand why points were awarded in a certain way. However, like other victory conditions, the score itself is displayed, and since it can be compared intuitively, it is clear who is in the lead.

As the victory point can now be moved up to earlier eras, the 'Golden Age,' which previously served as a motivational device, is no longer needed. Naturally, only crisis narratives and policies remain before era transitions.

Rewards for points, not paths
A re-engineered gameplay flow through 'Great Successes'

While the Path of Heritage fixed the direction of gameplay in a limited form, it clearly had its advantages: it provided continuous goals during gameplay. This was a factor that provided rewards for play, along with minor narratives and the Golden Age that signaled a successful completion of an era. Since a single run of a civilization is as long as clearing a short game, goals and rewards to fill the sense of play that might otherwise slacken midway are essential.

'Great Successes' have filled the void left by the Golden Age and the Path of Heritage. As the name suggests, the Path of Heritage was a way to connect culture, military, science, and economic sectors like a single path to obtain continuous rewards. Conversely, Great Successes allow for various goals to be achieved during the game, each of which can be accomplished separately without any connection.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Great Successes replacing the Path of Heritage ©INVEN

Superior Great Successes' are closer to civilization-level strategic projects that must be pursued with a sense of purpose. Some, such as building multiple wonders, creating 10 or more settlements in your homeland, or establishing trade routes with all leaders, can be achieved naturally while playing the game, while others cannot be accomplished unless you aim for them early on.

Achieving these goals grants 'Focused Strategies.' Focused Strategies inherit the concept of the previous heritage system and play a role similar to the rewards obtained through the Path of Heritage during era transitions. However, considering the previous method where you received rewards based on fixed sectors, Superior Great Successes are closer to direct rewards where you meet requirements tailored to the specific strategies you need. This is directly linked to freedom.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Superior Great Success rewards lead to strategies that strengthen the direction of play for the new era during era transitions ©INVEN

If there are Superior Great Successes, there are naturally 'Inferior Great Successes' as well. These involve much simpler missions and rewards. Focused Strategies are key enhancement options where you can only choose three during an era transition. They include rewards that bring significant changes to civilization management, such as +2 Gold per assigned resource or increased espionage efficiency. In contrast, Inferior Great Success rewards are weaker.

Instead, Inferior Great Success rewards are provided immediately upon completion. They add meaningful value early on, such as +1 Happiness for cultural buildings or +1 Food for specific tiles. Since the target values are low, you can basically aim for immediate rewards through these Inferior Great Successes, and separately target areas that connect to Superior Great Successes or contribute to long-term civilization management.

시드 마이어의 문명 7 Sid Meier's Civilization VII
The immediate rewards of Inferior Great Successes provide a different kind of purpose than before ©INVEN

In this process, there is no need to pay separate attention to culture, military, science, or economy; conversely, you can obsessively develop one sector to reach victory conditions faster. There were also cases where goals were unlocked naturally according to the civilization's direction while playing the game. Since there is no next era in the Modern era, you can use only Inferior Great Successes to speed up the achievement of victory conditions.

In other words, the player sets the game's goals and reward systems themselves, and the system does not force them.

A re-establishment built on autonomy
The potential for the series that Civilization VII has reclaimed

The Test of Time is an update that clearly captures the direction in which the developers intend to resolve the dissatisfaction with Civilization VII. The improvement goals are clear, and they have pondered how to utilize the transition mechanics of Civilization VII, which divides the game into eras. At the same time, they have provided the option to maintain the identity of a civilization as it is, and allowed players to decide the journey toward victory themselves.

The point is that the answer the developers found after a year of improvements and various feedback lies in the revival of the lacking autonomy. And that has been revealed in the game through this patch. They have firmly established the era transition mechanic as an identity and overhauled content in various directions based on it.

In fact, there have been many improvements in the UI/UX, giving the game a more refined feel than before. Due to this massive overhaul, existing mods are not compatible. Nevertheless, the developers maintain an open view toward modding and plan to continue future support, including releasing related content before patches.

시드 마이어의 문명 7 Sid Meier's Civilization VII
The Test of Time, where you create victory in your own way ©INVEN

Civilization VII was an ambitious game. And through the difficult times that followed, it has announced a new beginning by changing, maintaining, and refining those ambitious plans. The Test of Time clearly contains larger-scale and more core changes than any patch that came before it. For fans of the series, it is a game that holds plenty of potential to be worth playing, with the question, 'What about this time.'

This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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