The introduction of a climate change mechanic in Civilization VI: Gathering Storm was a landmark moment for the series. For the first time, the consequences of industrialization were modeled directly, forcing players to confront the long-term impact of their energy choices. CO2 levels rise, ice caps melt, and low-lying coastal tiles are permanently submerged. Yet, according to extensive player community feedback, the system, while innovative, ultimately lacks teeth. It’s an inconvenience, not an existential threat. A few lost tiles in the late game rarely derail a dominant civilization on its path to victory.
But what if it did? What if Civilization VII took this foundation and built upon it, transforming climate change from a background nuisance into a central, world-altering crisis? Analysis on strategy forums shows a clear appetite for a more dynamic and dangerous endgame. A popular theory is that the next iteration of the franchise will feature systems where player choices could genuinely lead to a planetary apocalypse, creating a desperate, high-stakes struggle for survival that redefines the very meaning of “winning.” This guide explores what such a system could look like, detailing the new mechanics, strategies, and world-ending consequences that could await players in Civilization VII.
The Limits of the Civ 6 Model: An Inconvenience, Not a Crisis
To understand where Civilization VII can go, we must first analyze the current system. In Civ 6, climate change operates on a global scale, driven by the consumption of Coal, Oil, and Uranium.
- CO2 Accumulation: Every unit of a strategic resource consumed for power adds CO2 to the atmosphere. This is tracked in phases, with each new phase increasing the frequency and severity of disasters.
- Sea Level Rise: As the world enters later phases of climate change, the polar ice caps melt. This causes sea levels to rise, permanently submerging a predictable set of coastal tiles.
- Disaster Intensity: Storms like hurricanes, tornadoes, and dust storms become more frequent and powerful at higher climate phases.
The core issue, as many professional gamers suggest, is that these consequences are too predictable and manageable. Players can easily anticipate which tiles will flood and simply move their key districts inland. The extra storms are a temporary setback, quickly repaired by a Builder. The system punishes unprepared players but rarely challenges experienced ones. It’s a tax on carelessness, not a fundamental strategic dilemma.
A New Framework for Civ 7: The “Planetary Collapse” System
For climate change to become a true endgame crisis, it needs to be less predictable and far more consequential. Imagine a multi-stage system, dubbed here the “Planetary Collapse” model, where the world doesn’t just warm—it breaks. This system would be built on the concept of Tipping Points: critical thresholds that, once crossed, trigger irreversible and cascading changes to the global ecosystem.
Phase 1: Unstable Climate – The Early Warnings
This initial phase would feel like an intensified version of the Gathering Storm experience. The effects are noticeable and disruptive but not yet catastrophic.
- Volatile Weather Patterns: Instead of just stronger storms, weather becomes fundamentally unreliable. A popular strategy is to settle on tiles with high food yields; this system would introduce random, multi-turn events like “Unseasonable Frost” or “Prolonged Heatwaves” that could temporarily reduce a tile’s yield to zero, potentially starving a city.
- Emerging Disasters: New, localized disasters could appear. “Derechos” could flatten multiple improvements in a line. “Wildfire” events could spread through forests and jungles, pillaging districts and units in their path.
- Early Coastal Threats: Instead of just predictable sea-level rise, this phase could introduce more dynamic coastal erosion. Powerful “King Tides” could temporarily flood coastal districts, disabling them for several turns even if the tile isn’t permanently submerged yet.
Phase 2: Regional Collapse – The Tipping Point
This is where the game would dramatically diverge from its predecessor. Crossing a major CO2 threshold would trigger a “Tipping Point,” causing a specific, large-scale environmental collapse that permanently alters a portion of the map. These wouldn’t be global but would be devastating for the civilizations they affect.
- The Great Desertification: An entire subcontinent could begin to dry out. Grasslands turn to plains, plains turn to desert. Rivers run dry, removing the fresh water bonus for housing. Analysis on forums shows that players value fertile land above all; this event would turn a breadbasket continent into a barren wasteland over the course of an era.
- Oceanic Dead Zones: A significant portion of the ocean, perhaps one entire tectonic plate, could suffer from an anoxic event. All ocean-based resources (Fish, Whales, Pearls, etc.) in that zone are permanently removed. Fishing boats are useless, and coastal cities lose a primary food source. This would cripple naval-focused civilizations.
- Emergence of “Uninhabitable Zones”: Certain land areas could become so toxic or storm-wracked that they become “Impassable” terrain for all but specialized units. This could create new strategic choke points, cutting off trade routes and isolating empires from their allies or enemies. A new unit, the “Climate Refugee,” could spawn from these zones, moving into neighboring territories and causing significant loyalty and amenity penalties.
Phase 3: Global Cataclysm – The Endgame Crisis
If the world’s civilizations fail to act and push the planet past its final Tipping Point, the endgame is no longer about who wins—it’s about who survives. This phase would introduce a global, persistent “debuff” to the entire planet, a true world-ending scenario.
- Runaway Greenhouse Effect: The atmosphere becomes so thick with carbon that the planet’s ability to regulate temperature fails. Game Mechanic: Every land tile on the map receives a permanent -2 Food and -1 Production penalty. This would trigger mass starvation in all but the most meticulously planned empires.
- Atmospheric Soot Cloud: The result of continent-spanning wildfires and uncontrolled industrial pollution could block out the sun. Game Mechanic: A permanent -25% Production and -50% Growth penalty is applied to every city on the map. Science and Culture output from buildings are also halved as societies focus on mere survival.
- The Great Drowning: A catastrophic melting of the Greenland and Antarctic ice sheets causes a sudden, massive sea-level rise. Game Mechanic: All land tiles within 3 tiles of the original coastline are instantly and permanently submerged. This would be a world-redrawing event, wiping out countless established cities and districts without warning.
New Strategic Layers: Mitigation, Adaptation, and Desperation
A more punishing climate model is only half the equation. To make it a compelling gameplay experience, Civilization VII would need to provide players with powerful new tools to interact with the system. The player community has long debated the merits of different approaches, which can be broadly categorized into three strategic pillars.
1. The Mitigation Strategy: Solving the Problem at its Source
This strategy is for the idealists, the diplomats, and the long-term planners. It focuses on preventing climate change before it starts.
- Advanced Power Systems: Beyond renewables, new future-era power plants like Fusion Power could provide massive energy with zero emissions. A high-risk, high-reward Geothermal Plant could be built on volcanic soil, providing huge power but with a small chance of triggering a volcanic eruption.
- Carbon Capture Projects: A new city project, \”Direct Air Capture,\” could be run to slowly reduce the global CO2 concentration. A civilization that heavily invests in this could position itself as the world\’s savior, generating immense Diplomatic Favor.
- World Congress Overhaul: Climate Accords in the World Congress would need real teeth. A resolution could set a global emissions cap; civilizations that exceed it could suffer severe penalties, such as having all their trade routes embargoed or generating massive grievances with every other leader.
2. The Adaptation Strategy: Riding Out the Storm
This strategy is for the pragmatists and the isolationists. It accepts that the world is changing and focuses on protecting one’s own civilization from the consequences.
- Advanced Defenses: The simple Flood Barrier of Civ 6 could be expanded. A new Coastal Defense Network district could protect an entire city from any level of sea-level rise. Atmospheric Processors could be a building that negates the yield penalties of a toxic atmosphere within a city’s borders.
- Arcology and Domed Cities: A late-game project could allow a city to build an Arcology, a self-contained structure that makes the city immune to all external weather and yield penalties. This would be incredibly expensive but would create an untouchable bastion in a dying world.
- Exploiting the Collapse: Many professional gamers suggest that there should be ways to profit from disaster. A civilization with advanced technology could launch Ocean Reclamation projects, creating new, fertile land from submerged tiles. A new “Scavenger” unit could be trained to enter Uninhabitable Zones and recover resources or tribal village-style rewards from the ruins of lost cities.
3. The Geo-Engineering Strategy: The Desperate Gamble
When the world is on the brink of Phase 3, a final, desperate option could become available. Geo-engineering represents a high-risk, high-reward attempt to seize control of the planet’s climate directly.
- The Global Atmospheric Stabilizer: This would be a multi-stage, world-spanning project, similar to the Science Victory. It would require immense Production, Science, and Gold investment from multiple civilizations. Upon completion, it could have several outcomes based on a probability roll:
- Success (50% chance): Global CO2 levels are reset to Phase 1. The world is saved. The contributing civilizations receive a massive diplomatic and score bonus.
- Partial Success (25% chance): The advance of climate change is halted, but the current negative effects remain. The world is stable but scarred.
- Catastrophic Failure (25% chance): The attempt backfires horribly, instantly triggering a new, permanent Ice Age. All land tiles are covered in snow, and all food and production yields are halved globally for the rest of the game.
A More Meaningful Endgame
Transforming climate change from a minor hurdle into a potential world-ending crisis would fundamentally reshape the Civilization experience. It would force players to think in the very long term, where the choice of a Power Plant in the Industrial Era could have devastating consequences 200 turns later. It would make the World Congress a vital arena for desperate negotiation and elevate the late game from a predictable victory march to a frantic, collaborative, or competitive struggle for the planet’s survival. By embracing the potential for a truly catastrophic climate model, Civilization VII can deliver a more dynamic, strategically demanding, and ultimately more meaningful experience that reflects the most profound challenges of our own time.

