Sid Meier's Civilization VII · 2026-09-16
Civilization VII Completes Its Hall of History Collection With Five New Strategic Options
The full Hall of History Collection is now available for Sid Meier’s Civilization VII, expanding Firaxis’ strategy game with two historical leaders and three playable civilizations. Elizabeth I and George Washington join the leader roster, while Babylon, the Gauls and England introduce new approache

The full Hall of History Collection is now available for Sid Meier’s Civilization VII, expanding Firaxis’ strategy game with two historical leaders and three playable civilizations. Elizabeth I and George Washington join the leader roster, while Babylon, the Gauls and England introduce new approaches to growth, trade, territorial expansion and cultural development.
Released on September 15, 2026, the paid collection is designed around Civilization VII’s flexible separation between leaders and civilizations. Players can use the historically familiar combinations presented by the content, but they are not required to keep Elizabeth attached to England or Washington to a particular American civilization. Their abilities can instead be combined with different civilizations across a campaign, creating additional possibilities within the game’s multi-Age structure.
The Hall of History Collection requires the Civilization VII base game. It is listed at $19.99 on the US Steam, Epic Games Store and PlayStation storefronts, with regional pricing applied on other platforms.
Everything Included in the Hall of History Collection
The completed collection contains five pieces of playable content:
- Elizabeth I as a new Cultural and Economic leader
- George Washington as a new Diplomatic and Expansionist leader
- Babylon as an Antiquity Age civilization
- The Gauls as an Antiquity Age civilization
- England as an Exploration Age civilization
This is primarily a roster expansion rather than a traditional large-scale expansion. Firaxis has not advertised a new campaign, map, victory condition or game-wide mechanical system as part of the package. Its value comes from the strategic combinations created by the two leaders and three civilizations.
The content has been released as five constituent packs, all of which are included when purchasing the complete Hall of History Collection. Players who already own the collection receive its individual additions automatically.
Elizabeth I Builds a Global Trade Empire
Elizabeth I is a Cultural and Economic leader built for players who want to establish settlements across multiple continents while developing an extensive maritime trading network.
Her unique ability, Royal Monopoly, removes the normal range restriction from Trade Routes. Founding a Settlement on a continent different from the one containing her Capital also awards a Great Work, providing a direct cultural incentive for overseas expansion.
Elizabeth additionally grants increased movement to Naval Units, Embarked Settlers and Embarked Merchants. Settlers and Merchants require less Production to train, allowing her to establish remote settlements and connect them economically with greater efficiency.
That global reach comes with a deliberate military weakness. Elizabeth’s land combat units suffer decreased Combat Strength per Age. She can project economic and cultural power across the map, but she is less suited to solving every problem through conventional land warfare.
The result is a leader who rewards careful preparation. Reaching another continent is only the first step; players must also protect their settlements, maintain maritime routes and avoid being drawn into costly inland wars. Naval civilizations and those capable of defending distant holdings should be natural partners, although the reduced land strength prevents Elizabeth from becoming an effortless expansion choice.
Her Trade Agreement agenda also reflects this commercial focus. As an AI-controlled leader, Elizabeth improves relations with civilizations operating more Trade Routes than she does and dislikes those with an equal or smaller network.
George Washington Turns Government Policy Into Growth
George Washington takes a different approach to expansion. Rather than relying on overseas trade, he converts Celebrations and government Policies into population growth, Food and Happiness.
His Constitutional Convention ability grants a Migrant in the Capital whenever his civilization enters a Celebration. Towns receive additional Food per Age for every Policy placed in the Government, while Cities receive additional Happiness through the same system.
Importantly, these bonuses apply to Policies but not Traditions. Players therefore need to make deliberate government choices rather than simply filling every available slot with inherited civilization bonuses.
Washington begins with additional Policies and an extra Policy slot. His exclusive Continental Ambition Policy improves Production toward Settlers, supporting early territorial expansion. Bill of Rights increases Culture and Production on the Palace, strengthening the Capital and accelerating access to further civic options.
The design makes Washington an appealing leader for players who enjoy constructing a stable internal economy before accelerating outward. More Policies produce stronger settlements, while successful Celebrations feed additional population into the Capital.
His Diplomatic and Expansionist attributes reinforce that style. Washington’s agenda, Hearts of His Countrymen, also judges other civilizations according to the wellbeing of their settlements. He favors empires with Happy, Joyous or Ecstatic Towns and reacts negatively toward those suffering from widespread Unhappiness or Anger.
Babylon Rewards Tall Cities but Restricts Expansion
Babylon enters Civilization VII as an Antiquity Age civilization with Cultural and Expansionist attributes. Its design concentrates considerable power inside developed Cities, but it imposes a reduced Settlement Limit at the beginning of each Age.
City at the Center of the World, Babylon’s unique ability, triggers an additional Growth Event whenever the player completes a Food Building, Culture Building or Wonder in a City. This creates a powerful feedback loop: constructing the buildings that support a City also accelerates its population development.
The trade-off is significant. A lower Settlement Limit restricts how freely Babylon can spread across the map, encouraging players to make every City productive rather than claiming territory indiscriminately. Specialists become especially important because Babylon can concentrate more population into fewer urban centers.
Its Kirimāḫu infrastructure generates Food and receives additional Food from adjacent Districts. It must be constructed next to a river and is limited to one per Settlement, making river placement and District planning essential.
Babylon also receives the Tamkāru, a unique Merchant that provides Culture based on the length of Trade Routes established from the Capital. Its Qašti ranged unit becomes easier to produce in Settlements containing an Altar and gains additional Combat Strength when defending Districts or Wonders.
The associated Hanging Gardens complement the civilization’s focus on Food and Growth. Although the Wonder already exists in the base game, Babylon’s bonuses make it an especially natural objective.
The Gauls Prosper on Dangerous Borders
The Gauls offer one of the collection’s most unusual settlement puzzles. Their Favor of Cernunnos ability rewards players for keeping their own Settlements apart while positioning them close to rival territory.
Gaul-founded Settlements receive increased Production when another Gaul-founded City Center is not located within a specified distance. At the same time, they generate additional Gold when positioned near another civilization’s border. These bonuses improve through later Ages, eventually contributing to increased GDP.
The optimal Gallic empire is therefore dispersed, confrontational and deliberately exposed. Its settlements should not be packed closely together, but placing them near opponents inevitably creates diplomatic tension and potential military danger.
To survive that pressure, Gallic Towns can purchase Fortification Buildings regardless of their assigned Town Focus. Their Dūnon unique Quarter increases the durability of local defenses, while its Nemeton and Goben buildings contribute Happiness, Culture, Gold and military Production.
The Druid functions as a mobile unique Settler. Founding a Settlement on a tile with Breathtaking Appeal awards a free Nemeton, immediately accelerating the new location’s development. Meanwhile, the Gaisatai infantry unit strengthens adjacent military units, encouraging compact formations even though the civilization’s settlements are spread across a wider area.
The Gauls should suit players who enjoy high-risk territorial planning. Their bonuses encourage forward settlements and border pressure, but careless expansion can create an empire that is difficult to defend.
England Connects Culture, Commerce and Distant Lands
England is an Exploration Age civilization focused on Island Settlements, Distant Lands and the interaction between Cultural and Economic infrastructure.
Its Magna Carta ability adds Culture to Gold Buildings and Gold to Culture Buildings. These cross-yields are doubled in Island Settlements during Antiquity and expand to include both Islands and Distant Lands during England’s Exploration Age Apex.
In the Modern Age, the bonuses increase again, while Island and Distant Lands Settlements also generate additional GDP. England can additionally purchase Gold Buildings inside Island Towns, making remote territory easier to develop without waiting for conventional Production.
Its unique Abbey Quarter becomes more valuable as the player spreads their Religion. The Chapter House emphasizes Culture and adjacency with Happiness Buildings, while the Chapel provides Gold, Happiness adjacency and slots for Great Works.
England’s Merchant Adventurer supports international commerce, gaining additional Influence when establishing Trade Routes with civilizations in the Homeland and producing more Gold from resource-rich destinations in Distant Lands.
The Longbow provides a military component through increased attack range, although it costs more to train or purchase. England therefore possesses a powerful defensive and supporting ranged unit without becoming a purely military civilization.
Its associated Wonder, the Globe Theatre, provides Culture, Great Work slots and additional GDP for every displayed Great Work. Combined with England’s economic and cultural bonuses, it gives players a clear incentive to develop prosperous settlements that can also become major artistic centers.
The Collection Expands Civilization VII’s Combination System
The most important contribution of the Hall of History Collection is not any single leader or civilization, but the number of new combinations it creates.
Elizabeth I and England form an obvious historical pairing focused on naval movement, overseas settlement, trade and Culture. However, Civilization VII allows Elizabeth’s global commercial bonuses to support other maritime civilizations, while England can be led by characters with different economic or cultural abilities.
Washington can similarly complement civilizations that generate frequent Celebrations, maintain strong Happiness or rely heavily on territorial growth. Babylon, the Gauls and England also provide new transition possibilities across Antiquity and Exploration, although the exact civilizations available during an Age transition will still depend on the player’s selected leader, previous civilization and completed unlock conditions.
From a value perspective, this is a focused content bundle. Players receive five meaningful roster additions, but no broader campaign or mechanical expansion has been advertised. Its appeal will consequently depend on how much a player values replayability through alternative leader and civilization combinations.
For Civilization VII players looking to expand that strategic roster, the Hall of History Collection is available now. Elizabeth I, George Washington, Babylon, the Gauls and England each provide a distinctive interpretation of empire-building—and five more opportunities to write a new name into Civilization’s history.
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