
Civilization VII is a considerably different game compared to Civ V and Civ VI. As such, the leader guides that I wrote for those games won't quite work for Civ VII. Instead, I'm going to be experimenting with a slightly different format of doing independent guides for civilizations and for leaders separately. Leader guides will be complicated, so I'm starting with civilization guides while I figure out how I want to tackle the problem of creating guides for leaders that can change civs 3 times in a single game. Unfortunately, the lack of Hot Seat multiplayer severely limits my ability to do specific testing of things like the damage dealt by unique units in different circumstances, certain diplomatic actions, pillage effects, and other things. Hopefully, Hot Seat will be added soon.
As always, I welcome feedback. I will probably need a lot of feedback as I learn the new game and experiment with the format of these guides. Of course, you can also support the creation of this content by becoming a Patron.
As has been my tradition with these guides, I plan to start by focusing my attention on civilizations and leaders who have never been playable in Civilization games before.
The early life of Chandragupta Maurya is steeped in legend with few historical facts known. What is known is that around 322 BCE, after the death of Alexander the Great, Chandragupta raised an army to overthrow the Nanda Empire and Greek occupiers of India. He was the first to unify most of the Indian subcontinent, and may have abdicated his throne after converting from the Brahmanism religion to Jainism late in his life. One of his successors, Ashoka, would go on to convert to Buddhism, and declare Buddhism to be the official state religion of the increasingly-urban empire. Ashoka would go on to oversee the construction of many stupas and temples across India and expanded the influence of the religion into Afghanistan and Thailand.
Maurya gets to adopt multiple pantheons, and it excels in keeping its citizens happy. That happiness can then be converted into other yields, or be used to support military conquest.
DISCLAIMER:
Civilization VII is a "live service" game, which means it will be periodically updated with new content, new features, and balance changes. I may update this guide if Firaxis updates the game such that it considerably impacts this civilization, or if new strategies are discovered by the community. This guide is up to date as of the 1.2.5 patch on 30 September 2025.
I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

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b162ba7d-ec79-40fa-91cc-16ea01b48ef3|0|.0
Tags:Sid Meier's Civilization, Civilization VII, Maurya, dhamma lipi, Dharamshala, Vihara, Nagarika, Purabhettarah, Acharya, Vyuham, Ayurveda, Mantriparishad, Sanchi Stupa, Ashoka, Charlemagne, Genghis Khan, Himiko, Pachacuti, pantheon, happiness, celebration, elephant, cavalry, settler

Civilization VII is a considerably different game compared to Civ V and Civ VI. I'm starting with civilization guides while I figure out how I want to tackle the problem of creating guides for leaders that can change civs 3 times in a single game. Unfortunately, the lack of Hot Seat multiplayer severely limits my ability to do specific testing of things like the damage dealt by unique units in different circumstances, certain diplomatic actions, pillage effects, and other things. Hopefully, Hot Seat will be added soon. As always, I welcome feedback. I will probably need a lot of feedback as I learn the new game and experiment with the format of these guides. Of course, you can also support the creation of this content by becoming a Patron.
As has been my tradition with these guides, I plan to start by focusing my attention on civilizations and leaders who have never been playable in Civilization games before. So this guide will highlight the rookie civilization of Askum.
The Persian prophet Mani considered Aksum to be one of the four great powers of the 3rd century C.E., alongside Persia, Rome, and China. It's strategic position straddling the Bab-el-Mandeb Strait, separating the Red Sea from the Indian Ocean, gave Aksum a de facto monopoly on trade between the Mediterranean and Indian Ocean, and they were among the first African polities to mint their own coins. They also built impressive stele monuments throughout the kingdom, as well as complex agricultural infrastructure, such as irrigation, dams, and terraces.
The Aksumites in Civilization VII are a naval trade-oriented civilization who also indirectly favor cultural development and wonder construction.
DISCLAIMER:
Civilization VII is a "live service" game, which means it will be periodically updated with new content, new features, and balance changes. I may update this guide if Firaxis updates the game such that it considerably impacts this civilization, or if new strategies are discovered by the community. This guide is up to date as of the 1.2.0 patch on 29 April 2025.
I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

[More]
9fd86e0c-01e5-4bd0-ab37-16dce00f71be|0|.0
Tags:Sid Meier's Civilization, Civilization VII, Aksum, kingdom of natural wealth, hawilt, dhow, tankwa, Periplus of the Erythraea Sea, Monumentum Adulitanum, Book of the Himyarites, Great Sele, Amina, Augustus Caesar, Xerxes, Hatshepsut, trade, gold, resource, navy, wonder
Manor Lords had a big update recently (with more coming soon), which has encouraged a lot more people to start playing it again. I even started a Let's Play, with commentary on my secondary YouTube channel, "MegaBearsFan_Plays". I've been playing the game off and on since it's initial launch into Early Access, and so I thought I might also take this opportunity to share some tips and advice that I have for any players who are new to the game, or who might be struggling.
I started a Let's Play with commentary about strategy and my overall thoughts about the game.
Remember that it's Early Access
The first "tip" is actually more of a disclaimer. If you play Manor Lords, please remember that it is an Early Access game. Though it is playable (and quite good), it is not fully-featured. It contains bugs, isn't finely-tuned or balanced yet, and has entire features and modes that don't actually work yet. For example, take a look at the Policies menu, and you'll notice that there are only a couple working policies, and the rest are place-holders that cannot be activated.
More importantly for the purposes of this guide, the game will change considerably over the coming months (or years), and leading up to its eventual retail release. These tips apply specifically to the Early Access build (in early 2025), and may not be relevant in the final release version of the game. I may write an additional tips guide for the full retail release, if I think the game has changed enough to warrant additional tips. [More]
3f6c3853-5901-4ef8-b85f-c89ce9930e80|1|5.0
Tags:Manor Lords, Slavic Magic, early access, medieval, survival, city simulation, town, resource, ox, burgage, farm

Civilization VII is a considerably different game compared to Civ V and Civ VI. As such, the leader guides that I wrote for those games won't quite work for Civ VII. Instead, I'm going to be experimenting with a slightly different format of doing independent guides for civilizations and for leaders separately. Leader guides will be complicated, so I'm starting with civilization guides while I figure out how I want to tackle the problem of creating guides for leaders that can change civs 3 times in a single game. Unfortunately, the lack of Hot Seat multiplayer severely limits my ability to do specific testing of things like the damage dealt by unique units in different circumstances, certain diplomatic actions, pillage effects, and other things. Hopefully, Hot Seat will be added soon.
As always, I welcome feedback. I will probably need a lot of feedback as I learn the new game and experiment with the format of these guides. Of course, you can also support the creation of this content by becoming a Patron.
As has been my tradition with these guides, I plan to start by focusing my attention on civilizations and leaders who have never been playable in Civilization games before. So the first guide will cover the rookie civilization of the Mississippians.
For almost a millennium before the arrival of Columbus in the Americas, southeastern North America was dominated by a group of indigenous peoples called the Mississippians. The Mississippians were not a single, unified group, but rather a collection of tribes that shared similar cultural practices. The most defining of these practices was the construction of impressive earthwork structures, such as mounds and pyramids that were used for functions ranging from housing, to temples, to mausoleums. Though they did not have a system of writing, they still created sophisticated social structures and permanent settlements, and their trade networks ranged from the Great Lakes and Rocky Mountains, all the way to the Gulf of Mexico and the Atlantic Ocean. The remains of the several remaining mounds at Cahokia (outside of St. Louis) are now a UNESCO World Heritage Site, and are open for public visitation.
The Mississippians are an expansionist, trade-oriented Antiquity civilization in Sid Meier's Civilization VII. They seek to acquire Resources by claiming new land, and by trading with foreign Settlements.

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38e32db5-d1cb-4118-9441-99dd278a5ae6|2|5.0
Tags:Sid Meier's Civilization, Civilization VII, Mississippian, goose societies, burning arrow, watonathi, potkop, earthworks, cah-nah-ha, waahih, shell-tempered pottery, gift economy, atassa, antiquity, food, resource, fire, monks mound, Tecumseh, nicaakiyakoolaakwe, Cahokia

I love Pacific Drive, and have actually been coming back to it periodically over the past year, whenever I need to kill some time. I'm not usually a trophy (a.k.a. "achievement") hunter, but I will go for them if it's not too far out of my way. My first playthrough of the campaign earned me all but a handful of the trophies in the game, and the remainder seemed fairly achievable. After all, there is no trophy for doing things like "collect all Frequency Files" or the other documents, or for completing the in-game encyclopedia. Stuff like that is a grind that I would never bother to do. So as I've been playing the game's epilogue, I've been trying to earn the few remaining trophies.
There was one trophy, however, that was driving me up the wall. If you've played Pacific Drive, and made any effort to try to get all the trophies/achievements (or you've spent a lot of time on Pacific Drive forums and subreddit), then you probably know what trophy I'm talking about. That's right, the one trophy that looked like it might stand between me and a Platinum was the "Watch out for hop-ons!" trophy.
Like many other players, I was one of the unfortunate ones for whom this trophy seemed to refuse to pop.
"Watch Out For Hop-Ons!" is the one trophy that
stands between Pacific Drive players and a Platinum.
I spent hours driving around various junctions with various bunnies and hares attached to my Remnant (usually with a YouTube video playing on my phone, so that I wouldn't feel like I was completely wasting my time), but the trophy just wouldn't pop.
I even tried the "pause the game while driving with an attached bunny" recommendation that showed up in so many forum and Reddit responses, even though Ironwood Studios has insisted that pausing doesn't trigger the achievement.
I planned entire runs around going through as many junctions as possible that had bunnies and/or hares listed in the anomalies.
But this trophy just would not unlock...
... That is, until last week.
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