Civ 7 Guide: Understanding Barbarians, Independent Powers, and City-States

The evolution of the Barbarian system in previous Civilization titles has reached new heights with the introduction of Civilization 7. This iteration creatively merges the concept of Barbarians with that of City-States, resulting in a fresh system focused on statehood. A new diplomatic currency called Influence plays a crucial role in engaging with both opponents and Independent Powers. Villages discovered during the Antiquity Age have the opportunity to upgrade to statehood, using Influence and specific actions to facilitate this transition. These villages are referred to as Independent Powers, serving as essential strategic assets for players, regardless of their chosen leader or civilization.
While Independent Powers present a novel concept within the Civilization series, they will resonate with players familiar with past games. The system incorporates hostile forces reminiscent of Barbarians, alongside elements akin to City-States, which provided various benefits based on their specific categories such as Science or Military. However, the Independent Powers system introduces unique nuances that can be leveraged throughout different Ages, especially considering that Independent Powers reset at the onset of each new Age. In this article, we will explore the transformation from Barbarians and City-States to Independent Powers in Civilization 7.
The Role of Barbarians & City-States in Sid Meier’s Civilization
The Evolution of Barbarians Through the Franchise
Since its inception, the Civilization franchise has included Barbarians, who have undergone significant changes with each release. Initially, Barbarians were basic raiding units characterized by automatic hostility towards major civilizations, exhibiting varying levels of aggression. With the launch of Civilization 4, an actual Barbarian Civilization emerged, complete with cities that could generate units similar to standard cities. However, Civilization 5 shifted this paradigm by introducing Encampments that randomly generated Barbarians based on the selected difficulty level. Civilization 6 retained a similar approach, continuing to depict Barbarians as aggressive invaders.
In Civilization 6, Barbarians launch assaults to pillage cities, compelling players to address these threats early on to avoid overwhelming waves of raiding units. Players can dispatch military units to dismantle Barbarian Outposts, halting further Barbarian production, but the early game often features a sporadic emergence of new outposts and Encampments. Additionally, in instances of low Amenities leading to city revolts, Barbarians can spawn outside city limits in response to successful espionage missions.
To put it succinctly, “In Civ 7, Barbarians and City-States merge into what are called Independent Powers.”
City-States, since their introduction, have evolved significantly. These political entities, scattered throughout the map, offer distinct advantages and trade opportunities. Essentially, they represent a re-imagining of Barbarian Cities from Civilization 4, designed to provide players with broader strategic options concerning trade, diplomatic relations, and military engagements. While City-States were pivotal in achieving Diplomatic Victories in Civilization 5, their importance diminished in Civilization 6. However, Civilization 7 reinvigorates their role through the introduction of Independent Powers, merging the two systems.
How Civ 7’s Independent Powers Replace Barbarians
Hostile Minor Powers Resemble Barbarians
In Civilization 7, the integration of Barbarians and City-States culminates in the establishment of Independent Powers. These powers inhabit the game map much like their predecessors, the Barbarians and City-States of prior iterations. Each Independent Power exhibits varying relationship dynamics with civilizations—hostile, neutral, or friendly. A Hostile Minor Power behaves similarly to Barbarians from earlier games, launching attacks against nearby Districts. However, players now have the opportunity to alter these relationships using Influence.
Players should remain vigilant for abilities and features that can enhance their relationships with Independent Powers, such as those attributed to Tecumseh’s unique skills and social policy aspects.
Influence, a novel gameplay mechanic in Civ 7, empowers players to engage in diplomacy by befriending Independent Powers. Upon discovering a Minor Independent’s village, players can expend Influence to befriend these entities, transforming them into Major Independent Powers, akin to City-States. This conversion rewards players with unique narrative events or gifts, as well as the selection of specific bonuses relating to categories like Science and Culture. However, only one player can achieve Suzerainty over a City-State, thus initiating a competition to secure alliances with these Minor Independents before rivals do.
Players face a choice: they can choose to cultivate these minor powers as allies, treat them as traditional Barbarians by destroying their settlements, or utilize Influence to direct them to raid opposing civilizations. After securing Suzerainty of a City-State, players can invest Influence to incorporate it into their civilization as a Town. It is essential to note that City-States are not retained across Ages; thus, bringing them into your empire is crucial for continuity into future Ages. As new Ages commence, civilizations must once again vie for the friendships of each available City-State.
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