CIVILIZATION VII

Update Check-In: April 8, 2025

Est. Read Time6 minutes, 43 seconds

Hey, Civ fans! 

In our previous Update Check-In, we shared a development roadmap outlining what you can expect in upcoming updates for Civilization VII. Today, we’re back to revisit some of those items (and introduce a few new ones), sharing more insights into how we’re working to implement these highly requested additions. Let’s start with what’s right around the corner in April. 

Next Update Coming April 22

Update 1.2.0 is currently slated for April 22 (subject to change). We’re working on a mix of quality-of-life and UI improvements,  mechanic updates, and more based on community suggestions and feedback. Here are just a few of the highlights:

Updates to Resources

We’ve made some major updates to how Resources work in Civ VII, starting with ten new Resources coming to the game (a full list will be included in the Update Notes). These added Resources all come with their own new Narrative Events. 

One of the biggest changes under the hood is how Resources now appear, with a newly added randomized Resource generation system. Every Age still guarantees certain key Resources, so you can still progress along civ unlocks and the Economic Legacy Path. Beyond those, the Resources on the map are now more variable! This should make exploration, trade, and strategy feel a lot more unique from Age to Age and game to game. 

We’ve also added something we’re calling “Hemisphere Identity”. Certain resources – especially Treasure Resources – will now only appear on one continent or hemisphere. We hope this gives your maps a little bit more personality and motivation to explore.

Speaking of Treasure Resources, they now provide passive effects (like Empire Resources). We wanted to make sure Treasures feel valuable even outside of generating Treasure Fleets. Some older resources like Horses and Furs will now be considered Treasures too, alongside some of the aforementioned new Resources we’re introducing with 1.2.0. 

All these adjustments, and some balance changes to Resources, will be coming later this month. We also plan on doing more work for Resources in later updates, including improvements to the Resource management screen to make things more easily navigable and readable. Some of these changes will even lay the foundation for future features like expanding multiplayer player counts in the Antiquity Age and supporting Distant Lands starts across all Ages; we'll share more on those later.

Population Growth Improvements (Food Changes)

Something we’ve heard loud and clear from your feedback is that Food just didn’t always feel worth it in the late game. Growth past 8 or 9 rural Population felt painfully slow, and players quickly learned that they were better off pivoting to Production, Science, or other Yields instead. In short: if you were investing heavily in Food, you were often playing at a disadvantage.

Because of this, we took a hard look at how City growth worked and made some changes. The old cubic growth formula has been replaced with a quadratic one, meaning no more growth wall. Population growth now scales much more smoothly across your campaign, even deep into later Ages. And, growing beyond 8 or 9 rural Population is now very achievable; doing so won’t take hundreds of turns.

This is especially good news for Food-focused civs and leaders (cough Pachacuti cough), who will feel much stronger than they did at launch. If you’ve been holding back on Food-heavy strategies, we encourage you to give them another try! 

And one more side benefit – AI opponents should now be much better at developing their empire. Maybe worth turning the difficulty down a notch? Let us know how it feels! 

One More Turn

For all the players who like to keep the game rolling after you’ve finished, an endless play mode is on the way with 1.2.0. You’ll be able to keep playing your campaign past the end of the Modern Age with a new “Just One More Turn…” option (just remember to take water breaks and stretch your legs now and again).

Since the victory has already been won at this point in the game, continuing won’t unlock any new ways to win, and Age Progress will be locked at 100%. However, you can still complete the steps for other victories, get the cinematics, and experiment with your empire if you just want to see it play out. You’ll even still be able to grab Legacy Path achievements if you haven’t already. 

In the future, we’re looking at ways to expand this so that single-Age games will also support the One More Turn feature. We know many players want to keep going no matter the Age, so know that it’s on our list of priorities! 

Teams Multiplayer

With Update 1.2.0, we’re introducing a feature many of you remember from past Civ games – Teams Multiplayer* – to Civ VII

In Team games, you and your teammates will share:

  • Map visibility
  • Relationships, war status, and alliance status with other leaders
  • And most importantly, victory – when one player wins, their whole team wins!

There are a couple other things worth noting. First, teammates can still engage in Diplomatic Actions with each other, with the exception of Espionage (sorry, no spying on your friends). Second, teammates won’t share Technologies, Civics, or Legacy Path progress. We wanted to make sure each leader and civilization still plays with its own distinct flavor, even when working as part of a team. 

This is just our first version of teams in Civ VII, so to all of our MP fans out there, please keep the feedback coming!

And a few other things coming in the next update…

  • Research Queuing: Selecting a Tech or Civic deeper in the tree will queue up the pre-requisite nodes for you automatically.
  • Repair All: Added a “Repair All” option when choosing Production in Settlements. 
  • Fewer Natural Disasters: Reduced the frequency of natural disasters across light and moderate settings.
  • Map Generation (Coastal Erosion): Improved coastal erosion on Continents Plus, Continents, Shuffle, and Terra Incognita map types to help break up coastlines more, especially near the poles.
  • Bug Fixes, UI Polish, and Quality-of-Life Improvements: We’re always improving what’s already in the game, and you’ll get exact details whenever the full Update Notes are released.

These items, and more, will be reflected in our full Update Notes when they release on April 22 (subject to change). From the entire dev team, thank you to every player who’s been jumping into Civilization VII and taking time to leave your feedback, submitting issue reports with our team, or just posting what you’re having fun with on Reddit, Steam, Discord, CivFanatics, and every other place where players talk Civ

Speaking of what’s next, after 1.2.0, we’re going to spend a bit more time working heads-down in May, so please expect more substantial updates to come in June. We’ll share another Update Check-In with you in May, so stay posted.

Looking Further Ahead 

“There’s a feature that wasn’t on the list! Is it still being worked on?” Yes! The bigger-ticket items we mentioned in the last Update Check-In are still very much on the way, they just take some extra time to get right. While we can’t attach a date to these features just yet, we know these are on your mind, so here’s a reminder of some of the other things our team is actively working on: 

  • Auto-Explore 
  • Additional Advanced Game Setup Options
  • New Map Types + Sizes
  • Steam Workshop Support

Plus, plenty more features beyond this list are in the works, in addition to more improvements to UI, stability, and civ and leader balancing. As is always the case in game development, plans can shift, but we’ll continue checking in with you for full transparency as things continue to take shape!

A Quick Note on the Right to Rule Collection

Lastly, you may have noticed we haven’t mentioned the next paid collection, Right to Rule Collection**. The team is prioritizing improvements to the core game right now, so we’ve made the call to roll out this Collection later this summer. We’ll have more to share on this Collection and its contents in the future.

Where Can I Share Feedback?

If you're looking to share feedback on Civilization VII, want to stay up-to-date, or are just looking for a place to talk with other Civ players, check out the Steam Discussion forums and our official Discord channel! For any issues, you can check if it's an issue already on our radar or submit a ticket through our support portal (select Civ VII in dropdown). 

From the entire team at Firaxis, thanks for being the best fans in gaming!

*Online play and features (including progression bonuses) require an Internet connection and 2K Account (minimum age varies). Up to five players supported in the Antiquity & Exploration Ages. Up to eight players supported in the Modern Age. Map size restrictions may apply to certain cross-play multiplayer games. Terms apply.

**The Right To Rule Collection contains 6 DLCs, all of which will be available on or by September 2025 (subject to change). Each DLC will be delivered automatically in-game on release.