Firaxis’ Civilization 6 has put up many record-breaking performances since its launch in 2016, and as the sequel’s February 2025 release date draws nearer, fans will be keeping a keen eye out for improvements. Leapfrogging Civilization 6‘s standing in the gaming community will be no small task, as it is held in high esteem as one of the best strategy games on the market.
Even the illustrious title wasn’t without its shortcomings, and one area in particular that will be under scrutiny in Civilization 7 is the wonder building mechanic. In earlier installments of the Civilization franchise, wonders were among the most popular building types because of their advantages in gameplay bonuses. Unfortunately, this building format took a turn for the worst while others improved in Civilization 6, and Firaxis should strive to get wonders back up to par to further its strategy 4X experience.
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How Civilization 7 Could Right the Wrongs of Civ 6’s Districts
Sid Meier’s Civilization 7 has a chance to shake up a lot of the core experience, including rectifying one of Civilization 6’s district shortcomings.
Civilization 7’s Wonder Mechanic is in Need of an Overhaul
Wonders in strategy games have always been designed to give players a considerable edge over their competitors. The mechanic’s limited implementation (there can only be one of each wonder at any point during a playthrough) makes for exciting races between players to complete the building first and reap its benefits. Sid Meier’s Civilization has employed this strategy through the years, but Civilization 6 represented a change in status quo where wonders slid to the backburner in terms of build priority. That led to tangible dissatisfaction, and Civilization 7 needs to get on the right track to preserve the build type’s legacy.
The main gripe with Civilization 6‘s wonder implementation lies in the usual suspect behind other nagging issues for the Firaxis product – the AI. While AI gameplay will always have its limitations, a strategy game of Civilization 6‘s caliber demands some standards. Tile placement of buildings is crucial to the end goal in Civilization games, but it’s not uncommon to see wonders built by AI without a clear vision.
Civilization 6’s AI Lack of Wonder-Building Strategy Threw a Wrench in its Experience
For instance, the AI could build a wonder like Petra in areas where only a singular desert tile would benefit from its construction. The production cost and reward trade-off in this scenario is far too great for an entity to attempt, but Civ 6‘s AI does it frequently, which often takes the wonder away from players more strategically aligned to use it.
Beyond the wasteful AI phenomenon, which sometimes builds for the sake of it, some of these buildings don’t give enough bonuses to justify their construction. As a result, options like Stonehenge (which holds the unwanted title of one of the worst wonders in Civilization 6) can go untouched for the entire duration of a playthrough. Only a few – for example, the Pyramids, Forbidden City, and Kilwa Kisiwani – are genuinely sought after. Others have their uses in certain situations and can offer an advantage, but it’s not uncommon to see players shun the mechanic entirely while gunning for their preferred victory condition.
Firaxis Has to Make Wonders Pocket-Friendly Again in Civilization 7
To fix these nagging issues, Firaxis has to dig deep into its AI constitution in Civilization 7 and improve its decision-making to account for a broader scope. Wonders are aimed at boosting a player’s chosen strategy, be it Religion, Diplomacy, or any victory condition. Hence, an AI player should opt for buildings that can meaningfully impact its path to victory, instead of prioritizing wonders that don’t fit the blueprint. Civilization 7 could take a leaf out of Age of Empires 2‘s playbook in this regard, with intelligent AI learning its opponents’ strategies and making moves to counter them.
Additionally, the developer has to make more of its wonders impactful on the overall dynamics of a playthrough. Although game-breaking wonders should be out of the equation, Civilization 6 only having a handful regarded as useful was a travesty Firaxis must avoid in the upcoming installment. One way to solve this is by lowering the construction cost of Wonders, which turned gamers away in the first place due to the poor cost-reward ratio. Each wonder should have a decent chance of impacting victory in Civilization 7, or they could be left in the dust once again.
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