-
Notifications
You must be signed in to change notification settings - Fork 0
technology civics Civic Trees
This document covers the civic tree system in Civilization VII, including civic definitions, traditions (policies), and unlocks.
Civ VII uses the same ProgressionTree system for civics as it does for technologies. The key difference is that civics use SYSTEM_CULTURE instead of SYSTEM_TECH and primarily unlock Traditions (policies) rather than technologies/buildings.
Each Age has its own civic tree:
-
Antiquity Age -
TREE_CIVICS_AQ_MAIN -
Exploration Age -
TREE_CIVICS_EX_MAIN -
Modern Age -
TREE_CIVICS_MO_MAIN
| Table | Purpose |
|---|---|
Types |
Register civic nodes as KIND_TREE_NODE
|
ProgressionTrees |
Define the civic tree |
ProgressionTreeNodes |
Define individual civics |
ProgressionTreeNodeUnlocks |
What each civic unlocks |
ProgressionTreePrereqs |
Civic prerequisites |
TypeQuotes |
Civic quotes and audio |
Traditions |
Define tradition (policy) details |
TraditionModifiers |
Link traditions to their effects |
| Aspect | Technologies | Civics |
|---|---|---|
| System Type | SYSTEM_TECH |
SYSTEM_CULTURE |
| Research Resource | Science | Culture |
| Primary Unlocks | Buildings, Units | Traditions, Wonders |
| Node Prefix | NODE_TECH_ |
NODE_CIVIC_ |
| Tree Prefix | TREE_TECHS_ |
TREE_CIVICS_ |
<Types>
<Row Type="TREE_CIVICS_MY_AGE_MAIN" Kind="KIND_TREE"/>
</Types><ProgressionTrees>
<Row ProgressionTreeType="TREE_CIVICS_MY_AGE_MAIN"
AgeType="AGE_ANTIQUITY"
SystemType="SYSTEM_CULTURE"
Name="LOC_TREE_CIVICS_MY_AGE_NAME"
CostProgressionModel="NO_COST_PROGRESSION"
CostProgressionParam1="500"/>
</ProgressionTrees>| Column | Type | Description |
|---|---|---|
ProgressionTreeType |
TEXT | Unique tree identifier |
AgeType |
TEXT | Which age the tree belongs to |
SystemType |
TEXT |
SYSTEM_CULTURE for civics |
Name |
TEXT | Localization key |
CostProgressionModel |
TEXT | How costs scale (often NO_COST_PROGRESSION) |
CostProgressionParam1 |
INTEGER | Base cost parameter |
<Types>
<Row Type="NODE_CIVIC_AQ_MAIN_MY_CIVIC" Kind="KIND_TREE_NODE"/>
</Types><ProgressionTreeNodes>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_MY_CIVIC"
ProgressionTree="TREE_CIVICS_AQ_MAIN"
Cost="245"
Name="LOC_CIVIC_MY_CIVIC_NAME"
IconString="cult_mycivic"/>
</ProgressionTreeNodes>| Tier | Cost | Example Civics |
|---|---|---|
| Starting | 90 | Chiefdom |
| Early | 125 | Mysticism, Discipline |
| Mid-Early | 245 | Public Life, Code of Laws, Tactics |
| Mid | 450 | Entertainment, Citizenship, Organized Military |
| Mid-Late | 600 | Literacy, Skilled Trades |
| Late | 750 | Philosophy, Commerce |
| Endgame | 1000 | Future Civic |
Traditions are the primary unlock from civics. They provide ongoing bonuses that can be slotted into your government.
<Types>
<Row Type="TRADITION_MY_POLICY" Kind="KIND_TRADITION"/>
</Types>
<Traditions>
<Row TraditionType="TRADITION_MY_POLICY"
Name="LOC_TRADITION_MY_POLICY_NAME"
Description="LOC_TRADITION_MY_POLICY_DESCRIPTION"/>
</Traditions>| Column | Type | Description |
|---|---|---|
TraditionType |
TEXT | Unique tradition identifier |
Name |
TEXT | Localization key for name |
Description |
TEXT | Localization key for description |
IsCrisis |
BOOLEAN | Is this a crisis policy? |
Use TraditionModifiers to define what a tradition does:
<TraditionModifiers>
<Row TraditionType="TRADITION_SCHOLARS" ModifierId="SCHOLARS_MOD_WORKER_SCIENCE"/>
</TraditionModifiers>A tradition can have multiple modifiers:
<TraditionModifiers>
<Row TraditionType="TRADITION_DRILLS" ModifierId="DRILLS_MOD_RANGED_PRODUCTION"/>
<Row TraditionType="TRADITION_DRILLS" ModifierId="DRILLS_MOD_INFANTRY_PRODUCTION"/>
</TraditionModifiers><?xml version="1.0" encoding="utf-8"?>
<Database>
<!-- Register type -->
<Types>
<Row Type="TRADITION_MY_POLICY" Kind="KIND_TRADITION"/>
</Types>
<!-- Define tradition -->
<Traditions>
<Row TraditionType="TRADITION_MY_POLICY"
Name="LOC_TRADITION_MY_POLICY_NAME"
Description="LOC_TRADITION_MY_POLICY_DESCRIPTION"/>
</Traditions>
<!-- Link to modifiers -->
<TraditionModifiers>
<Row TraditionType="TRADITION_MY_POLICY" ModifierId="MY_POLICY_MOD_BONUS"/>
</TraditionModifiers>
</Database>And in a separate GameEffects file:
<GameEffects xmlns="GameEffects">
<Modifier id="MY_POLICY_MOD_BONUS"
collection="COLLECTION_PLAYER_CITIES"
effect="EFFECT_CITY_ADJUST_YIELD">
<Argument name="YieldType">YIELD_SCIENCE</Argument>
<Argument name="Amount">2</Argument>
</Modifier>
</GameEffects>Civics unlock various game elements through ProgressionTreeNodeUnlocks:
<ProgressionTreeNodeUnlocks>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CHIEFDOM"
TargetKind="KIND_TRADITION"
TargetType="TRADITION_CHARISMATIC_LEADER"
UnlockDepth="1"/>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CHIEFDOM"
TargetKind="KIND_TRADITION"
TargetType="TRADITION_TOOL_MAKING"
UnlockDepth="1"/>
</ProgressionTreeNodeUnlocks><ProgressionTreeNodeUnlocks>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_MYSTICISM"
TargetKind="KIND_CONSTRUCTIBLE"
TargetType="BUILDING_ALTAR"
UnlockDepth="1"/>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_MYSTICISM"
TargetKind="KIND_CONSTRUCTIBLE"
TargetType="WONDER_GREAT_STELE"
UnlockDepth="2"/>
</ProgressionTreeNodeUnlocks><ProgressionTreeNodeUnlocks>
<!-- Standard unit -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DISCIPLINE"
TargetKind="KIND_UNIT"
TargetType="UNIT_ARMY_COMMANDER"
UnlockDepth="1"/>
<!-- Civ-specific unique unit -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DISCIPLINE"
TargetKind="KIND_UNIT"
TargetType="UNIT_HAZARAPATIS"
UnlockDepth="1"
RequiredTraitType="TRAIT_PERSIA"/>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DISCIPLINE"
TargetKind="KIND_UNIT"
TargetType="UNIT_LEGATUS"
UnlockDepth="1"
RequiredTraitType="TRAIT_ROME"/>
</ProgressionTreeNodeUnlocks><ProgressionTreeNodeUnlocks>
<!-- Pantheon unlock -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_MYSTICISM"
TargetKind="KIND_MODIFIER"
TargetType="MOD_PANTHEON_UNLOCK"
UnlockDepth="1"/>
<!-- Settlement cap increase -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_ENTERTAINMENT"
TargetKind="KIND_MODIFIER"
TargetType="MOD_AQ_SETTLEMENT_CAP_INCREASE"
UnlockDepth="1"/>
<!-- Tradition slot increase -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_PHILOSOPHY"
TargetKind="KIND_MODIFIER"
TargetType="MOD_AQ_TRADITION_SLOT"
UnlockDepth="1"/>
</ProgressionTreeNodeUnlocks><ProgressionTreeNodeUnlocks>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CITIZENSHIP"
TargetKind="KIND_PROJECT"
TargetType="PROJECT_CITY_CULTURE_PROJECT"
UnlockDepth="1"/>
</ProgressionTreeNodeUnlocks><ProgressionTreeNodeUnlocks>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS"
TargetKind="KIND_DIPLOMATIC_ACTION"
TargetType="DIPLOMACY_ACTION_IMPROVE_TRADE_RELATIONS"
UnlockDepth="1"/>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS"
TargetKind="KIND_DIPLOMATIC_ACTION"
TargetType="DIPLOMACY_ACTION_ESPIONAGE_STEAL_CIVIC"
UnlockDepth="2"/>
</ProgressionTreeNodeUnlocks>Crisis traditions are negative policies applied during crisis events:
<Types>
<Row Type="TRADITION_BANDITRY" Kind="KIND_TRADITION"/>
</Types>
<Traditions>
<Row TraditionType="TRADITION_BANDITRY"
Name="LOC_TRADITION_BANDITRY_NAME"
Description="LOC_TRADITION_BANDITRY_DESCRIPTION"
IsCrisis="true"/>
</Traditions>
<TraditionModifiers>
<Row TraditionType="TRADITION_BANDITRY" ModifierId="BANDITRY_MOD_GOLD"/>
</TraditionModifiers>Crisis types include:
- Invasion Crisis - Military threats
- Plague Crisis - Disease events
- Loyalty Crisis - Government instability
<ProgressionTreePrereqs>
<!-- Linear progression -->
<Row Node="NODE_CIVIC_AQ_MAIN_MYSTICISM" PrereqNode="NODE_CIVIC_AQ_MAIN_CHIEFDOM"/>
<Row Node="NODE_CIVIC_AQ_MAIN_DISCIPLINE" PrereqNode="NODE_CIVIC_AQ_MAIN_CHIEFDOM"/>
<!-- Branching with multiple prereqs -->
<Row Node="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS" PrereqNode="NODE_CIVIC_AQ_MAIN_MYSTICISM"/>
<Row Node="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS" PrereqNode="NODE_CIVIC_AQ_MAIN_DISCIPLINE"/>
<!-- End-game civic with many prereqs -->
<Row Node="NODE_CIVIC_AQ_MAIN_FUTURE_CIVIC" PrereqNode="NODE_CIVIC_AQ_MAIN_ENTERTAINMENT"/>
<Row Node="NODE_CIVIC_AQ_MAIN_FUTURE_CIVIC" PrereqNode="NODE_CIVIC_AQ_MAIN_PHILOSOPHY"/>
<Row Node="NODE_CIVIC_AQ_MAIN_FUTURE_CIVIC" PrereqNode="NODE_CIVIC_AQ_MAIN_COMMERCE"/>
<Row Node="NODE_CIVIC_AQ_MAIN_FUTURE_CIVIC" PrereqNode="NODE_CIVIC_AQ_MAIN_ORG_MILITARY"/>
</ProgressionTreePrereqs><TypeQuotes>
<Row Type="NODE_CIVIC_AQ_MAIN_CHIEFDOM"
Quote="LOC_CIVIC_CHIEFDOM_QUOTE"
QuoteAuthor="LOC_CIVIC_CHIEFDOM_QUOTE_AUTHOR"
QuoteAudio="VO_Quote_Chiefdom"/>
</TypeQuotes><ProgressionTree_Advisories>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_MYSTICISM"
AdvisoryClassType="ADVISORY_CLASS_CULTURE"/>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DISCIPLINE"
AdvisoryClassType="ADVISORY_CLASS_MILITARY"/>
<!-- Multiple advisories for one civic -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS"
AdvisoryClassType="ADVISORY_CLASS_CULTURE"/>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS"
AdvisoryClassType="ADVISORY_CLASS_DIPLOMACY"/>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS"
AdvisoryClassType="ADVISORY_CLASS_TRADE"/>
</ProgressionTree_Advisories>| AdvisoryClassType | Focus |
|---|---|
ADVISORY_CLASS_CULTURE |
Culture and traditions |
ADVISORY_CLASS_MILITARY |
Military strength |
ADVISORY_CLASS_ECONOMIC |
Economy and trade |
ADVISORY_CLASS_DEFENSE |
City defense |
ADVISORY_CLASS_DIPLOMACY |
Foreign relations |
ADVISORY_CLASS_TRADE |
Trade routes |
ADVISORY_CLASS_HAPPINESS |
Citizen happiness |
ADVISORY_CLASS_SCIENCE |
Research and knowledge |
<?xml version="1.0" encoding="utf-8"?>
<Database>
<!-- 1. Register types -->
<Types>
<Row Type="NODE_CIVIC_AQ_MAIN_DIPLOMACY" Kind="KIND_TREE_NODE"/>
<Row Type="TRADITION_EMBASSIES" Kind="KIND_TRADITION"/>
</Types>
<!-- 2. Add quote -->
<TypeQuotes>
<Row Type="NODE_CIVIC_AQ_MAIN_DIPLOMACY"
Quote="LOC_CIVIC_DIPLOMACY_QUOTE"
QuoteAuthor="LOC_CIVIC_DIPLOMACY_QUOTE_AUTHOR"/>
</TypeQuotes>
<!-- 3. Define the civic -->
<ProgressionTreeNodes>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DIPLOMACY"
ProgressionTree="TREE_CIVICS_AQ_MAIN"
Cost="300"
Name="LOC_CIVIC_DIPLOMACY_NAME"
IconString="cult_diplomacy"/>
</ProgressionTreeNodes>
<!-- 4. Define prerequisites -->
<ProgressionTreePrereqs>
<Row Node="NODE_CIVIC_AQ_MAIN_DIPLOMACY"
PrereqNode="NODE_CIVIC_AQ_MAIN_CODE_OF_LAWS"/>
</ProgressionTreePrereqs>
<!-- 5. Define tradition -->
<Traditions>
<Row TraditionType="TRADITION_EMBASSIES"
Name="LOC_TRADITION_EMBASSIES_NAME"
Description="LOC_TRADITION_EMBASSIES_DESCRIPTION"/>
</Traditions>
<!-- 6. Link tradition to modifiers -->
<TraditionModifiers>
<Row TraditionType="TRADITION_EMBASSIES" ModifierId="EMBASSIES_MOD_DIPLOMACY"/>
</TraditionModifiers>
<!-- 7. Define civic unlocks -->
<ProgressionTreeNodeUnlocks>
<!-- Primary tradition -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DIPLOMACY"
TargetKind="KIND_TRADITION"
TargetType="TRADITION_EMBASSIES"
UnlockDepth="1"/>
<!-- Wonder -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DIPLOMACY"
TargetKind="KIND_CONSTRUCTIBLE"
TargetType="WONDER_FORUM"
UnlockDepth="1"/>
<!-- Mastery bonus tradition -->
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DIPLOMACY"
TargetKind="KIND_TRADITION"
TargetType="TRADITION_ALLIANCES"
UnlockDepth="2"/>
</ProgressionTreeNodeUnlocks>
<!-- 8. Advisor recommendations -->
<ProgressionTree_Advisories>
<Row ProgressionTreeNodeType="NODE_CIVIC_AQ_MAIN_DIPLOMACY"
AdvisoryClassType="ADVISORY_CLASS_DIPLOMACY"/>
</ProgressionTree_Advisories>
</Database><?xml version="1.0" encoding="utf-8"?>
<GameEffects xmlns="GameEffects">
<Modifier id="EMBASSIES_MOD_DIPLOMACY"
collection="COLLECTION_OWNER"
effect="EFFECT_PLAYER_ADJUST_INFLUENCE_PER_TURN">
<Argument name="Amount">2</Argument>
</Modifier>
</GameEffects><?xml version="1.0" encoding="utf-8"?>
<Database>
<LocalizedText>
<Row Tag="LOC_CIVIC_DIPLOMACY_NAME" Language="en_US">
<Text>Diplomacy</Text>
</Row>
<Row Tag="LOC_CIVIC_DIPLOMACY_QUOTE" Language="en_US">
<Text>In the realm of international affairs, words speak louder than swords.</Text>
</Row>
<Row Tag="LOC_CIVIC_DIPLOMACY_QUOTE_AUTHOR" Language="en_US">
<Text>Ancient Proverb</Text>
</Row>
<Row Tag="LOC_TRADITION_EMBASSIES_NAME" Language="en_US">
<Text>Embassies</Text>
</Row>
<Row Tag="LOC_TRADITION_EMBASSIES_DESCRIPTION" Language="en_US">
<Text>+2 [ICON_INFLUENCE] Influence per turn.</Text>
</Row>
</LocalizedText>
</Database>| Civic | Cost | Prerequisites | Primary Unlocks |
|---|---|---|---|
| Chiefdom | 90 | - | Charismatic Leader, Tool Making |
| Mysticism | 125 | Chiefdom | Priesthood, Altar, Pantheon |
| Discipline | 125 | Chiefdom | Survey, Army Commander |
| Public Life | 245 | Mysticism | City Guard |
| Code of Laws | 245 | Mysticism, Discipline | Oratory, Merchant |
| Tactics | 245 | Discipline | Drills |
| Entertainment | 450 | Public Life | Rites and Rituals, +1 Settlement Cap |
| Citizenship | 450 | Code of Laws | Castes, Drama and Poetry |
| Organized Military | 450 | Tactics | Conscription, +1 Settlement Cap |
| Literacy | 600 | Citizenship | Literature, Codex |
| Skilled Trades | 600 | Citizenship | Coinage |
| Philosophy | 750 | Literacy | Scholars, +1 Tradition Slot |
| Commerce | 750 | Skilled Trades | Commodities, Medicine |
| Future Civic | 1000 | All late civics | Repeatable bonuses |
- Balance Costs - Follow tier system for consistent progression
- Meaningful Traditions - Each tradition should provide a distinct playstyle choice
- Logical Prerequisites - Build sensible paths through the tree
- Unlock Variety - Mix traditions, buildings, and modifiers for interest
-
Mastery Bonuses - Use
UnlockDepth="2"for secondary rewards -
Crisis Policies - Use
IsCrisis="true"for negative effects - Test UI - Verify civic tree displays correctly in-game