One of the significant changes in Civilization VII is how terrain yields are calculated, a departure from the more specific and predictable system in Civ VI. In previous versions, players often “rerolled” the map at the beginning of a game to find the perfect starting location, usually prioritizing specific tile combinations like the coveted 2 Food, 2 Production (2/2) tiles, or those with hills and forests. This led to a more rigid early-game experience, where certain terrain setups were universally superior.
To address this and streamline gameplay, Civ VII introduces a new system where terrain yields are based on the biome rather than specific tile attributes. Now, each biome has a distinct “flavor” yield, making the map more uniform and reducing the emphasis on micromanaging specific tile combinations at the start. For example, if a player wants a science-heavy start, they might aim to spawn in a tropical biome, as that’s designed to provide better science yields.
Additionally, vegetation like trees no longer adds separate yield bonuses depending on the tile type. In Civ VI, a hill with trees might offer different yields than a flat tile with trees. In Civ VII, these distinctions are gone, and both tiles would offer the same yield, with biome-specific bonuses being the primary differentiator.
This system not only speeds up early-game decision-making but also helps balance multiplayer games. Players are less likely to abandon a match based on an unlucky starting location, as the yields are more balanced across different starting positions. The goal of this change is to unify gameplay, reduce the need for early-game map rerolls, and get players into the game faster.