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Civilization 7's grand rework sets new victory goals, and it's giving you Alexander the Great for free to help
Civilization 7's grand rework sets new victory goals, and it's giving you Alexander the Great for free to help
You can consider the Civilization 7 Test of Time update a fresh start. The 4X game never quite found its footing, despite gradual post-launch improvements, so its developer has stepped back to take a much bigger swing. With Test of Time, Firaxis has overhauled most of the core systems, from Ages to victory conditions, in an attempt to finally bring Civ 7 up to par with its beloved predecessors. Who better to front this grand expedition than one of the most legendary and successful generals in history? To mark the occasion, Alexander the Great is joining the fight, and he's yours for free.
The Civilization 7 Test of Time livestream didn't go quite how Firaxis would have hoped, with technical troubles impeding its grand showcase. Don't let that put a dampener on the new update, however, which seems to be taking big steps in the right direction. I've already dug into how the studio has designed its new 'Time-Tested' civs to ensure they can remain strong through an entire playthrough, but now we've been given a deeper look at the new Triumphs system and a redesign of the various paths to victory. Before that, however, let's talk Alexander.
To capture his military might, the renowned commander and King of Macedon is "rewarded for going to war and staying at war." He'll get on better with other leaders who have the fewest conquered settlements, and be wary of those with the most. All cities with a Wonder outside your capital gain a 10% Production and Culture bonus, which is doubled if they're on a different continent from the capital. Build them yourself, or simply snag them from others. As a fun flavor touch, all towns Alexander converts into cities are named after him.

Alexander's expertise in battle grants all his land military units two bonus combat strength, while unique military units gain one extra combat strength per city you own with a Wonder beyond your capital, maxing out at six. Those wondrous settlements will also afford you two extra Dominion each. Combine him with Greece and its unique hoplite unit and you'll have a powerhouse reminiscent of past Civ games, capable of storming his way through his rivals right from the early Antiquity Age. He'll be joining as a free addition with Test of Time.
Alongside this, Content Designer Kiera Boyle walks us through the update's new Triumphs feature. They're replacing Legacy Paths, and are essentially a set of challenges that act standalone from victory conditions. Minor Triumphs are likened to Civ 6's Historic Moments, granting initial rewards (units, population, production boosts, and so on) if you're the first to achieve certain goals, or hit a significant milestone like researching all technologies and masteries.
Major Triumphs require more long-term commitment, such as constructing seven Modern Wonders or racking up eight promotions on a single commander. These grant you Dedications for the next Age, and you're able to collect up to three of these that will boost you forward. Note that once you hit the Modern Age, the remaining Triumphs will all be minor ones. "We consider these accelerants," Boyle explains, "things to close out victory, or keep pace with someone and prevent them from winning."
Speaking of victory, that's another big adjustment. Game Designer Bill Anderson notes that the old system was "too 'railroady,' with overly prescriptive goals that lead players to pursue the same handful of optimal paths instead of encouraging experimentation." By dismantling Legacy Paths and implementing Triumphs to provide more Age-specific goals, the new-look victory paths "are designed to create tighter races between civilizations, pitting you head-to-head in hopes of overtaking each other's scores."
The new victory system is structured to offer "many different ways to contribute to one's score, letting players see more of the Modern Age in each game," rather than focusing on a single, narrow goal. The thresholds to claim success should first become reachable midway through the Exploration Age, although you'll have to be snowballing hard to get there that early. As the game progresses, the conditions will broaden, meaning most games should have a victor before the 'end,' although a score system remains to break ties.
"Even if you already have a high enough score to win eventually, we want to encourage players to try to win earlier if they can manage it," Anderson explains. For Military, Cultural, and Economic victories, the goal is to push a certain percentage ahead of second place and hold it there for at least five turns. On the Science side, you'll need to reach 100 Innovation, build a launch pad, and then sustain for a five-turn countdown to win the space race, and the game as a whole.
"Whether you win or lose any given game, I can't wait for returning and new players to explore these improved systems and see how they synergize to make for more compelling victories," Anderson concludes. "I think you'll find that Modern Age gameplay feels more varied, that you're more likely to have late-game mechanical discoveries inspire wildly different future runs, and that the game better encourages you to lean into unique strategies you've stumbled upon."
Alexander the Great is free for all players alongside the Civilization 7 Test of Time update, which launches on Tuesday May 19. I'm not quite ready to declare a complete turnaround; I'm sure there will be more honing and tweaking to be done once the wider community gets its hands on the patch. It's certainly sounding like a sweeping upgrade, however, and I'm ready to charge across the lands once more.


