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Civilization 7: A Guide to Civilian Units
Civilization 7 introduces significant changes to civilian units, eliminating the Worker and revamping existing units. This guide provides an overview of each civilian unit type, their roles, unique abilities, and strategic considerations.
Settlers:
Settlers no longer found cities directly; they establish towns that generate gold. Towns require a gold investment to upgrade to cities. Once a town reaches a population of seven, it can be specialized.
Scouts:
Scouts are your primary exploration unit in the Antiquity Age, boasting high movement and sight range. They can establish watchtowers for increased sight and temporarily boost their sight range. They are defensive only; they cannot attack.
Merchants:
Merchants manage trade routes, unlocked twice (Ancient and Exploration Ages). Unlike previous games, you manually assign trade routes to settlements with limited route capacity. Essential for resource acquisition and cultural legacy paths.
Missionaries:
Available only in the Exploration Age, Missionaries spread religion. Conversion requires influencing both urban and rural tiles in previously religiously influenced settlements. Religious beliefs impact gameplay. Strategic religious choices influence Crisis events and Social Policies.
Treasure Fleets:
Spawn automatically in the Exploration Age upon establishing settlements with specific resources on distant lands. Contribute to the Economic Legacy Path. Their arrival is predictable.
Migrants:
Appear under specific conditions (e.g., Plague Crisis) to increase population in settlements.
Explorers:
Modern Age units excavating artifacts from ruins, crucial for Cultural Victory. Requires Museums to excavate Antiquity Age artifacts. Artifact excavation is limited per continent.
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