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OnceCivilization VIIplayers havedecided where to build their first settlement, they’ll need to come up with a starting strategy that will help to shape and dictate the rest of their campaign. Understanding the bestCiv 7build order can place players firmly on the path to success, while failing to do so can lead to a swift and brutal defeat.
Of course, the bestCivilization VIIstarting strategy will vary quite a bit depending on things like playstyle and the player’s overall objective, so these two things will need to be at the heart of pretty much every decision they make. After all, It’s only by knowing the destination that they’d like to arrive at that they can begin to chart a proper course.
Choosing a Civ 7 Victory Type
The first thing that players should do is todecide which type of victory they’d like to achieve. In most cases, players should probably have an idea of this before deciding on a Leader and Civilization so that they can choose ones that are well-suited for their chosen victory type. For example, they might choose Catherine the Great and Greece if they’re hoping to achieve a Culture Victory or Himiko (Queen of Wa) and Khmer if they want tosecure a Science Victory.
The Best Starting Strategy in Civ 7
Although a lot of their actions will be dictated by their chosenCiv 7victory type, most playthroughs will start out the same. Players will need to build an infantry unit and a scout or two and begin tosurvey the area surrounding their capital. Their main aim here is tofind any nearby Independent Powers and befriend them using Influence, as this will ensure that they don’t have to waste precious time and resources dealing with hostile units early on.
Choosing the Best Early Game Civics and Technologies in Civ 7
Once they’ve trained their first unit, Players will need to choose a Technology and Civic to research. Some Civics and Technologies are useful regardless of the player’s end goal, like how researching Animal Husbandry unlocks ranged units, which can be great fordealing with hostile enemy ships. However, players shoulduse the “View Tree” option and plan ahead, being sure to prioritize any Technologies and Civics that align with their chosen Legacy path.
Choosing the Best Government in Civ 7
After deciding what they want to research, players will need to settle on a government.Classical Republic is the best option for players hoping to achieve a Culture Victorythanks to the bonuses that it provides to Culture generation and Wonder production.Those hoping to secure a Military or Science Victory should pick Despotism, as doing so will allow them to Generate more Science and also speeds up the training of Infantry units. Finally,Oligarchy is best suited for an Economic Victory, as it speeds up the production of buildings, and players will want at least a couple of Markets in their capital.
As with just about every other decision that they’ll have to make during the early stages of theirCiv 7playthrough, the Social Policies and Celebrations players choose should align with their preferred Legacy Path.
The Best Civ 7 Build Order
While their scouts are out surveying the area, players should focus on building up their capital. Initially, they’ll only be able to build Granaries, but as theyresearch more Technologies and Civics, they’ll gain access to new types of buildings. Stuff likeSaw PitsandBrick Yardsare great for boosting Production, which can come in handy early on, as too canbuildings that generate Gold. After they have one or two of each of these things, though,players should make their production choices based on their chosen victory type.
How to Deal with Other Civilizations and Independent Powers in Civ 7
During the beginning of a campaign, the last thing players want is to have to waste precious time and resources dealing with hostile powers. As such, it’s best totry and remain on good terms with other Civilizations and Independent Powers where possible, unless, of course, players are planning to go for a military victory, in which case, they should invade other Civs while befriending andincorporating Independent Powers. Any leftover influence can be used to boost Science and Culture or unlock additional trade routes.