"It really is different"... A hands-on look at the massive Civilization VII 'Test of Time' overhaul ⭐8

Civilization VII was an ambitious game. The developers announced a goal of balancing the series' strengths, improving its shortcomings, and introducing entirely new elements in a 1:1:1 ratio, aiming to capture both newcomers and long-time fans. However, solid plans and grand goals do not always lead to success. That was the case with the launch of Civilization VII, where several features failed to align with fan expectations, leading to disappointment.

More than a year after launch, the development team is attempting to steer the series back toward its roots by addressing the changes they had long emphasized. They are looking to strip away the core differences of the existing system, where civilizations changed according to the era. The free 'Test of Time' update for Civilization VII now allows players to enjoy a single civilization from the Antiquity through the Exploration and Modern eras.

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

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

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

One Civilization to the End
A New Balance Created by 'Golden Ages' and Syncretism

The core change in the 'Test of Time' update is the aforementioned continuity of civilizations. Unlike the previous system where players had to choose a new civilization during era transitions, you can now continue the game with your current one. While leaders and civilizations remain distinct, this might look like a return to the selection system of previous entries at first glance.

However, in Civilization VII, the era transition still acts as a key framework that changes the game. While there was a patch that allowed military units to carry over to the next era, concepts like transcontinental travel and archaeological excavations still only begin upon reaching specific eras, and players must still rethink their strategy through building reconstruction. This means that the advantages and traits of a civilization in one era may not be as effective in the next.

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

In fact, that is why the civilization-switching mechanic was originally implemented. In the returning single-civilization system, this is addressed through the concept of a 'Golden Age' (peak era). Every civilization now has one of the three eras—Antiquity, Exploration, or Modern—designated as its Golden Age. 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, much like the civilizations before the patch.

For example, Rome's unique unit, the Legion, gains attack power and becomes a formidable force during the Antiquity era. Historically, this strength fits the Antiquity era. Naturally, these units become unavailable once the Golden Age passes. Even though previous series entries lacked a distinct era structure, units from earlier eras were often difficult to find a proper use for; the 'Golden Age' concept effectively solves that problem.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Each civilization has its own Golden Age, where its unique units, facilities, and abilities are at their strongest ©INVEN

Test of Time' also provides opportunities for civilizations outside of their Golden Age. Civilizations in non-Golden Age eras can research a new social policy called Syncretism. This has become the key element that maintains the identity of Civilization VII while upholding the tradition of civilization continuity.

By default, civilizations possess general abilities in addition to their unique features. For instance, the Inca, whose Golden Age is the Exploration era, can develop mountains from the Antiquity era to gain food and production, with these values increasing slightly in the Exploration and Modern eras. Civilizations not in their Golden Age can now acquire and set these basic abilities as traditions.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Social policies for the Modern-era British Empire (top) and non-Golden Age social policies designed to accelerate Syncretism ©INVEN

Syncretism goes a step further by allowing players to integrate the traits of other civilizations. Once Syncretism is researched, you can select related content from a separate menu. By default, you are offered a set of unique units or facilities from another civilization that can be linked to your current one. Since these are units/facilities from another civilization's Golden Age, they can add era-specific strengths to your current civilization, whether you have already passed your Golden Age or have yet to reach it.

Another option is 'Accommodation,' which further strengthens your 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, adding 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 integrating other civilization traits, you only have one choice, so it does not erase or fundamentally change your civilization's unique color. It appears to be a strategic choice by the developers to maintain the series' identity while differentiating it from the previous civilization-switching system.

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 menu has been naturally reorganized. Policy slots are now divided into 'General' slots, which can use both policies and traditions, and 'Policy-only' slots. Even though traditions are more symbolic of a civilization's character, this avoids the situation of comparing them directly with universal policies and adds 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 'Test of Time,' you can keep your current civilization or choose to switch. This allows players to fully utilize the traits 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, switching civilizations remains valuable. However, being able to keep your own civilization while maintaining competitiveness through Syncretism significantly increases emotional satisfaction.

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

From Forced Paths to Freedom Through Points
A Complete Redesign of the Victory Formula

Just as 'choice' is emphasized in gameplay, the developers have completely overhauled the game's victory formula. The change focuses on autonomy, moving away from following a set path and toward the player's own style and gameplay approach.

The previous 'Path of Heritage' acted as a guide, giving players specific goals based on cultural, military, scientific, or economic directions. Beginners could simply follow these to know how to play early on. The problem was that this led directly to the victory formula. Even though different advisors gave instructions for each sector, the game route was ultimately determined by these four conditions. The victory direction existed, 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 role of advisors has been reduced to mere consultants ©INVEN

Consequently, changing the victory method led to the abolition of the Path of Heritage. Advisors now only offer advice relevant to their field, and only when you follow them. The game has adopted a point-based victory system, where the game ends when the leading player reaches a specific threshold.

Winning by accumulating points across various actions, rather than being forced to complete specific goals, brings diversity and autonomy to the gameplay. For a Cultural Victory, for example, points are awarded for constructing Wonders, developing natural landscape tiles, holding festivals, building unique facilities, and creating resorts. Depending on the era, displaying relics and artifacts also has an impact.

Points for an Economic Victory based on GDP or a Scientific Victory based on various innovations are calculated differently for each sector. The methods and directions for earning points vary depending on the gameplay situation, the civilization, and even the era. The gameplay structure itself has changed from the previous system, where victory could only be achieved through specific methods. This change in victory conditions has altered the gameplay as significantly as the ability to play without switching civilizations.

By creating a victory structure through points, it is now intuitively possible to check how close you are to victory compared to other civilizations. Since the goal is now to reach a point threshold, you can naturally aim for victory without necessarily reaching the final era. While there is a difference in the amount of points earned as you progress from Antiquity to Exploration to Modern, victory is possible even before the Modern era if you have enough points.

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

If no leader reaches the victory point threshold, the final winner is determined by total points, which are calculated 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 points themselves are displayed, and since they 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 necessary. Naturally, only crisis narratives and policies remain before era transitions.

Rewards for Points, Not Paths
A Reimagined Gameplay Flow Through 'Great Successes'

While the Path of Heritage fixed gameplay in a limited form, it did have clear advantages: it provided continuous goals during gameplay. These were elements that rewarded play, along with minor narratives and the Golden Age that signaled a successful era transition. Since a single run of a civilization is as long as clearing a short game, goals and rewards are essential to fill the sense of stagnation that can occur mid-game.

'Great Successes' have filled the void left by the Golden Age and the Path of Heritage. The Path of Heritage connected culture, military, science, and economy like a single road to obtain sequential rewards. Conversely, Great Successes allow for various goals to be achieved independently during the game without any separate connection.

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

Major Great Successes' are closer to civilization-level strategic projects that require a sense of purpose. Some, like building multiple Wonders, creating 10+ settlements in your homeland, or establishing trade routes with all leaders, can be achieved naturally in the late game, while others require early planning.

Achieving these goals grants 'Focus Strategies.' Focus Strategies inherit the previous legacy concept and play a role similar to the rewards obtained through the Path of Heritage during era transitions. However, while the old system provided rewards based on fixed paths, Major Great Successes are closer to direct rewards where you meet requirements for the specific strategies you need. This is directly linked to freedom of choice.

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

If there are Major Great Successes, there are naturally 'Minor Great Successes.' These involve much simpler tasks and rewards. Focus Strategies are key enhancement options where you can choose only 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. Minor Great Success rewards, on the other hand, are less powerful.

However, Minor Great Success rewards are provided immediately upon completion. For example, adding +1 Happiness to cultural buildings or +1 Food to specific tiles provides meaningful value early on. Since the target values are low, you can aim for these immediate rewards and then separately target areas that connect to Major Great Successes or contribute to long-term civilization management.

시드 마이어의 문명 7 Sid Meier's Civilization VII
The immediate rewards of Minor Great Successes provide a different kind of purpose compared to the past ©INVEN

In this process, you don't need to focus separately on culture, military, science, or economy; conversely, you can obsessively develop one sector to reach victory conditions faster. There were cases where goals were unlocked naturally according to the civilization's direction while playing. Since there is no next era in the Modern era, you can use only Minor Great Successes to speed up the achievement of victory conditions.

In short, the game's goals and reward systems are set by the player, not forced by the system.

A Re-establishment Built on Autonomy
The Possibilities of the Series Reclaimed by Civilization VII

Test of Time' is an update that clearly captures the developers' direction in addressing the dissatisfaction with Civilization VII. The improvement goals are clear, and they have thought about how to utilize the era-transition mechanic itself. At the same time, they have provided the option to maintain the identity of a civilization and allowed players to decide the journey to victory for themselves.

The point is that the answer the developers found after a year of improvements and feedback lies in the revival of the autonomy that was lacking. This is now evident 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.

There have been many improvements in UI/UX, giving the game a more refined feel than before. Due to this massive overhaul, existing mods are not compatible. Nevertheless, the developers remain open to modding and plan to continue future support, including releasing relevant information before patches.

시드 마이어의 문명 7 Sid Meier's Civilization VII
Test of Time': Creating 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. 'Test of Time' is clearly larger in scale and contains more core changes than any previous patch. For fans of the series, it is a game that holds plenty of potential to be worth playing, with the question, 'How 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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