Every Leader Attribute Tree And Their Unlocks In Civilization 7

Every Leader Attribute Tree And Their Unlocks In Civilization 7
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The leader Attribute Tree is one of the most important – and game-changing – aspects of Civilization 7. You will progress through the attribute trees of your choosing by picking your mementos at the start of the game, completing narrative quests throughout the game, and earning Legacy Points each age.

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An excellent art style, fantastic sound track, and great leaps forwards for replayability, Civilization 7 is a great game. But it will prove divisive.

The Attribute Tree really helps you specialize your leader towards any specific win condition you’re going for. These bonuses grow gradually over time, but the decisions you make in the Antiquity Age will have an impact on your chances of winning later in the game.

Culture

Civilization 7 Cullture Tree

The Culture tree is geared towards a cultural victory, with extra production for wonders, extra culture from specialists, and culture from assigned resources.

  • +1 Culture per Age on the Palace and City Halls
  • +10% Production towards constructing Wonders.
  • +25% Culture towards studying Civic Masteries.
  • +10% Culture in Cities with at least 1 Wonder.
  • +1 Culture in Settlements for each Resource Assigned to them.
  • +1 Culture per Age from Great Works on display.
  • +1 Cullture from Specialists, or +2 if you have 3 or fewer Cities.
  • +10% Culture for every Alliance you have.
  • +1 Culture per Age in Towns, or +2 in Distant Lands.
  • +5% Total Culture, repeatable.

Diplomatic

Civilization 7 Diplomatic Tree

The diplomatic tree comes with a lot of bonuses for city states, resources, happiness, and influence gain.

  • +1 Happiness per Age on the Palace and City Halls.
  • +1 Influence per Age on the Palace.
  • +1 Happiness in Settlements for each Resource assigned to them.
  • +50% Influence towards initiating and progressing the Befriend Independent Action.
  • +25% Influence towards supporting or rejecting Diplomatic Actions.
  • +50% Celebration Length.
  • +2 Culture and Science per Age for each City-State you are Suzerain of.
  • +1 Social Policy Slot.
  • Unlock the Military Sabotage Espionage Action.
  • +3 towards all yields for every alliance you have. Repeatable.

Economic

Civilization 7 Economic Tree

The Economic tree is all about earning as much gold as possible, including extra gold for completed tech and civic research, resources, and alliances.

  • +1 Gold per Age on the Palace and City Halls.
  • +2 Gold per Age for every active Trade Route.
  • +2 Gold for every Tech and Civic Mastery completed in an Age.
  • +1 Gold for every imported Resource.
  • +15% Gold towards purchasing in all Settlements.
  • +1 Gold on Resources in Towns, or +2 in Towns in Distant Lands.
  • +1 Resource Capacity in Cities, or +2 if you have 3 or fewer Cities.
  • +10% Gold for every Alliance you have.
  • +1 Resource Capacity in Towns.
  • +5% total Gold. Repeatable.

Expansionist

Civilization 7 Expansionist Tree

The expansionist tree is about growing your empire – both tall and wide. You can either choose to go for a specialist-heavy strategy with few cities, or use the settler production and extra town population to expand across the map.

  • +25% Production towards training Settlers.
  • +10% Growth Rate in Cities.
  • +1 Food per Age on Warehouse Buildings.
  • 25% of Food is refunded when a City grows by adding a Specialist.
  • Gain +1 Population in Towns. New Towns start with an additional Population.
  • +15% Food and Happiness towards maintaining Specialists, or +30% if you have 3 or fewer Cities.
  • +15% Yields in Towns with a Specialization, or +30% in Distant Lands.
  • +1 Specialist Limit in all Cities, – 1 Settlement Limit.
  • +1 Food in Cities per Town. Repeatable.
  • +1 Settlement Limit.

Militaristic

Civilization 7 Militaristic Tree

The military tree is all about warfare. The early boosts give you extra damage against hostile city states, but later on you can earn happiness buffs, better unit maintenance, and access to a higher settlement limit.

  • +5 Combat Strength against Independent Powers and City States.
  • Gain 1 Free War Support on all your wars.
  • +50% Influence towards Levying Units from City States.
  • +15% Production towards training Military Units.
  • Ignore the Happiness penalty from Unrest in captured Settlements.
  • Garrisoned Commanders reduce Happiness penatlies by an addtional 10%.
  • -1 Gold maintenance for all Units.
  • +1 Settlement Limit.
  • Commanders gain a free level. New Commanders start with a free Level.
  • Units receive +2 HP when healing. Repeatable.

Scientific

Civilization 7 Scientific Tree

The science tree is about turning everything in your empire into a science generator, including resources, better costs for maintaing buildings, and a massive boost to how quickly you research new tech.

  • +1 Science per Age on the Palace and City Halls.
  • +25% Science towards researching Tech Masteries.
  • +15% Production towards constructing Buildings.
  • +1 Science on each Quarter.
  • +1 Science in Settlements for each Resource assigned to them.
  • +20% Gold and Happiness towards maintaining Buildings.
  • +1 Science per Age in Towns, or +2 Distant Lands.
  • +10% Science for every Alliance you have.
  • +1 Science on Specialists, or +2 if you have 3 or fewer Cities.
  • +5% total Science repeatable.
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Grand Strategy

Turn-Based Strategy

4X

Released

February 11, 2025

ESRB

t

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