CIVILIZATION VII GAME UPDATES
Read the most up-to-date Game Update notes for Civilization VII, along with an archive of previous updates!
Update 1.2.2 – June 23, 2025

Hey Civ fans,
Update 1.2.2 is rolling out now!
A note for Switch and Switch 2 players: This update will be coming at a later date than June 23. We appreciate your patience as we work diligently to get these updates through the additional Switch submission requirements. In the meantime, the current console-compatible version remains available with full crossplay support with Steam (instructions on how to access here).
We’ve been heads-down at Firaxis putting together a hefty update for you this June, packed with long-awaited features like Large and Huge Maps, expanded Advanced Game Options, and a community favorite: Steam Workshop support. This update also brings new Town Specializations, City-State Bonuses, Beliefs, balance changes, UI improvements, and yes – a very pettable Scout dog.
For more context on what’s in this update, and what’s still being worked on beyond it, check out our recently released Update Check-In.
We’re also trying something new with this update. You’ll notice a [★] icon next to select notes: our way of showing that a feature or change was influenced by the community. If you don’t see this community icon next to something you’ve mentioned, know that it’s not a reflection on your feedback, it’s just a way to highlight some of the broader conversations we’re listening in on. Thanks for being part of the journey, and there’s more to come!
And lastly, a few quick notes before you dive in:
- While we aim to maintain backwards compatibility for existing saves as much as possible, some new abilities or effects may not appear until you start a new game or advance to the next Age in your current campaign. For the best experience, we recommend starting a new game, or continuing your current game into the next Age.
- If you encounter any new bugs or issues, try disabling any mods, as some may not yet be compatible with the latest update.
- Are you playing on Steam and want to finish your current save under a previous version? You can do so using our legacy Steam beta branch.
Read on for the full notes below!

Large and Huge Maps

We wanted to take some time to get this feature right, and with 1.2.2, we’re happy to add support for Large and Huge map sizes on all of our map types – for when you really want to explore an epic world.
Both map sizes default to 10 players, but multiplayer campaigns still max out at 8 total players, including AI and humans. Though 12 total players is still our goal for Huge maps, we need a bit more time to make sure increased player counts won’t compromise game stability or performance.
Because these maps are so large, we’ve added exciting new Pantheons, Religious Beliefs, Discoveries, and City-State bonuses to ensure there’s enough content for all the players in a game. More on those below.
A quick heads-up that bigger maps have bigger hardware demands. On some systems, you might notice slower turn times or performance drops, especially on lower-end hardware. Large and Huge map types are supported on PC, Mac, Linux, PS5, Xbox Series, and Nintendo Switch 2.* Lastly, Balanced starts on Large and Huge maps might encounter map generation oddities. We are actively working on improvements. On these map sizes, we recommend you stick to Standard starts instead of Balanced for the time being.
*The Nintendo Switch version of the game only supports the Duel, Tiny, and Small map sizes; it does not support map sizes of Standard and above. For cross-play multiplayer games with players on Nintendo Switch, these map size restrictions will apply.
New Advanced Game Options

One of the best things about Civilization is how many ways there are to play. Some players are happy to peacefully build the biggest, best Cities while others want to ignore all that and go conquer the world ("Yes, your amazing City does look great in my empire"). With 1.2.2, we’ve added several new advanced game setup options to give you even more control over how you play. The below options are currently available only in singleplayer. The new options include:
- Enable or disable specific Legacy Paths per Age (or turn them all off entirely)
- Disable Score Victory (unlimited turns in final Age)
- Enable or disable specific Crises
- Custom AI Difficulty Options (adjust each AI bonus independently)
- Bypass Civ Unlocks on Age Transition (you’ll be able to pick ANY civ from the next Age during an Age transition, no matter what you’ve unlocked through your gameplay decisions)
- Adjust Independent Power Hostility (all hostile, random, or all friendly)
We’ve had a lot of fun playing with different Legacy Paths on or off in each Age. While Legacy Paths that don’t lead to a Victory are always optional, sometimes it’s nice to just tune them out entirely and focus on playing into the unique strengths of your leader and civ. For a fun sandbox game we’ve been playing in the office, try turning off Legacy Paths for Antiquity and Exploration, and setting the game to Abbreviated Ages. If you want to lean into the sandbox feel even more, try turning off Legacy Paths in Modern and the Score Victory, too.
This is a step toward giving you more flexibility in how you play, and we know Legacy Paths have more room to grow. Stay tuned for future updates!
New Bonuses for Religion, City-States, and Towns

Pantheons are first come first serve, so to make sure there’s enough to go around, we’ve added two new Pantheons to Antiquity, and these can be selected by more than one player.
We’ve heard feedback from players that Religion in Civ VII has room to grow. One consistent piece of feedback we’ve seen is that there’s not enough reason to convert your own Settlements, so we’re adding new Beliefs and updating some existing ones that give bonuses for spreading your Religion within your own empire. We’ve got bigger and bolder changes on the horizon for Religion, too, so we’ll keep you updated on how it evolves!
We’re also introducing updates for Town Focus bonuses to help them feel more impactful. Urban Centers in particular have received a glow-up, and now gain access to many of the Buildings that were otherwise only available in Cities (like Libraries and Monuments in Antiquity). Fort Towns gain the ability to purchase multiple walls so they can really lock down strategic chokepoints. We also introduced a new type of Town Focus: the Resort Town. These relaxing scenic retreats gain extra Gold and Happiness on Rural tiles with Happiness and increased Yields on Natural Wonders.
Lastly, we felt massed Hub Towns were overshadowing some of the other options and gave them a slight nerf from +2 Influence per connected Settlement to +1 Influence. We’re going to keep our eye on them to see how they compare against the other newly buffed Towns.
Steam Workshop

We’ve added a lot of options to customize your experience with this update, but nothing beats the level of personalization you can achieve with the help of our amazing modding community. From UI tweaks to ambitious gameplay overhauls, mods provide a way to really make your gameplay experience unique. So with this update, we're also rolling out Steam Workshop support and an initial version of the Modding SDK.
You'll now be able to find and install mods from the Steam Workshop. Just hit the Subscribe button and your mods will be installed the next time you start up the game! For modders, this of course means your mods will be easier for players to find and download, and you'll be better able to keep the mod up-to-date for your users. Please note that the Civilization VII mods you'll find in the Workshop are created by and for the Civ community, and are not officially supported by Firaxis or 2K. Use them at your own risk!
We’ll also be providing a Modding SDK to help our modding community create, debug, and upload mods to the Steam Workshop. While this initial version of the SDK won't feature art tools, it will include a mod uploader and the (glorious) return of FireTuner. Additionally, we've included some guides and documentation within the tools, if you’d like to learn how to make your own mods.
Last thing – we’ve also uploaded three example mods to the Steam Workshop to show off some of the things you can do with mods, but also as references for both new and more experienced modders on the various ways you can make changes to the game (there are a few neat tricks that weren’t available in Civilization VI)!
A quick reminder for modders:
When you're creating and sharing mods, please make sure your content follows our User Rules (which you can find in Section 6 of our Terms of Service), for example:
- Don’t use content based on someone else’s IP (like characters, music, or art from other games, movies, etc.) unless you have the rights to use it.
- Keep content safe and respectful, meaning no harmful, offensive, or inappropriate material.
- And of course, no malicious code or anything that could negatively impact the experience for other players.
New Loading Screen

Did someone say more Gwendoline Christie VO?
One of the first things you’ll notice when you boot up 1.2.2 is a refreshed Loading Screen, a small but important step in a bigger effort to improve Civilization VII’s UI. We’ve rethought how we develop the UI, and the Loading Screen gave us a great chance to try new workflows without disrupting gameplay. Highlights include leader portraits front and center, new info panels, a Tips & Hints section, and fully rewritten and rerecorded intros narrated by Gwendoline Christie. Want to dive deeper? Check out our latest article from Firaxis Lead Producer Tom Shaw on this change and what’s next for the UI.

Gameplay
- New Advanced Game Options
- [★ - Community Influenced Item] Added an option to pick and choose which Legacy Paths are enabled per Age.
- Dev Note: We wanted to give players options for how they could customize their game by allowing them to turn off Legacy Paths of their choice, and allowing them to disable the Score Victory. Note that if you turn off all Legacy Paths, and disable the Score Victory, you can still win the game with a Domination Victory by eliminating all other leaders. We think this change should allow for a cool sandbox experience through the Ages! (Please note that currently these options are only available in Single-player, but we plan to add these to Multiplayer in the future.)
- Nuclear Fission Tech is added to the Modern Age, so players can still use nukes without completing the Military Legacy Path.
- Dev Note: We wanted to give players options for how they could customize their game by allowing them to turn off Legacy Paths of their choice, and allowing them to disable the Score Victory. Note that if you turn off all Legacy Paths, and disable the Score Victory, you can still win the game with a Domination Victory by eliminating all other leaders. We think this change should allow for a cool sandbox experience through the Ages! (Please note that currently these options are only available in Single-player, but we plan to add these to Multiplayer in the future.)
- [★] Added an option to disable the Score Victory.
- [★] Added a new “Custom” AI Difficulty setting that allows the player to choose difficulty options specific for each value.
- Dev Note: With this update, you can set any of the AI bonuses to any level you want individually. Don’t like the economic bonuses the AI has on Deity, but enjoy the challenge in combat? Now you can set up a game to do exactly that!
- [★] Added an option to pick and choose which Crises you want on or off in your game.
- Dev Note: We’ve always allowed for Crises to be entirely on or off, but wanted to give you the added control to pick and choose which Crises you want to see. If you have more than one Crisis enabled for an Age, then the game will randomly choose one from the pool of enabled Crises.
- [★] Added an option to Bypass Civilization Unlocks, allowing players to choose any civ for the next Age at Age Transition regardless of any unlock requirements.
- [★] Added an option to control initial Independent Power hostility. Settling within 5 tiles of an Independent Power will still cause them to become hostile.
- Dev Note: Starting near multiple hostile IPs can make for a challenging early game, but sometimes you just want some space to build out your Capital.
- [★ - Community Influenced Item] Added an option to pick and choose which Legacy Paths are enabled per Age.
- Land-Based Treasure Convoys
- [★] Treasure Fleets are growing legs! These will now be called Treasure Convoys, and you’ll be able to use them over land and not just the sea. Any Distant Lands Settlement with improved Treasure Resources now generates Treasure Convoys and no longer requires Coastal access, a Fishing Quay, or the Shipbuilding Tech.
- Dev Note: The Treasure Fleet Legacy path, specifically the gameplay around gathering Resources not immediately available to your empire, is a fun collection minigame for players that like to play the map. While we’ve improved Resource placement further, the steps required to progress this Legacy Path were still quite restrictive and often forced linear play patterns instead of asking for interesting decisions when settling. We’ve made some adjustments that should make it much easier to pursue this Legacy Path, while still requiring you to explore and settle Distant Lands. We plan on continuing to observe this Legacy Path as well as the others to find places to inject strategic variety.
- Shipbuilding is no longer required to make Treasure Convoys.
- Dev Note: With this change, your Treasure Convoys will start their journey home while the Ocean is still dangerous, and your Units can still be damaged by stormy seas.
- Fishing Quays are no longer needed to make Treasure Convoys.
- Updated tutorial and Advisor Quests to remove instances of Fishing Quay being required to spawn Treasure Convoy.
- [★] Treasure Fleets are growing legs! These will now be called Treasure Convoys, and you’ll be able to use them over land and not just the sea. Any Distant Lands Settlement with improved Treasure Resources now generates Treasure Convoys and no longer requires Coastal access, a Fishing Quay, or the Shipbuilding Tech.
- AI
- AI civs now repair damaged Buildings and Improvements over time in gameplay.
- AI will now have better judgement and make smarter deals when negotiating a peace deal.
- AI players will now activate a Great Person when they create one.
- AI now prioritizes attacking Enemy Treasure Convoys when progressing through a game.
- AI are no longer as aggressive in declaring war on players who are far away from them.
- AI leaders can no longer build duplicate Buildings when one of their damaged Buildings has a hostile Unit on it.
- AI civs will no longer build multiple Settler Units and not use them when encountered during late Antiquity gameplay.
- Cities & Towns
- Added a brand new Town Focus, Resort Town: +1/2/3 Happiness and +1/2/3 Gold on tiles with Happiness (Natural Appeal). +50% Yields on Natural Wonder tiles in this Town.
- Redesigned Urban Center: +100% Gold and Happiness towards Building maintenance in this Town. You can buy additional Buildings (e.g. Library, Bath, Monuments) in this Town (Was: +1 Science and Culture on Districts with two Buildings in this Town.)
- Dev Note: You can think of Urban Centers like a mini-City – useful for when you want some additional Buildings, but don't necessarily want another build queue to manage.
- [★] Adjusted balance on several existing Town Focuses:
- Religious site: +1 Happiness on all Buildings and +1 Relic Slot on Temples in this Town. (Was: +2 Happiness and +1 Relic Slot on Temples in this Town.)
- Factory Town: +100% Gold towards purchasing a Factory in this town. +1 Resource Slots. +5 Trade Range. (From +100% Gold towards purchasing a Factory in this Town. +1 Resource Slots.)
- Mining Town: +2/3/4 Production on all Camps, Woodcutters, Clay Pits, Mines, and Quarries. (Was: +1/2/3 Production on all Camps, Woodcutters, Clay Pits, Mines, and Quarries.)
- Hub Town: +1 Influence for every connected Town (Was: +2 Influence for every connected Town.)
- Dev Note: The only nerf of the bunch, Hub Town has been tuned down slightly to bring it in line with other Towns. We’ll keep an eye on this Focus for further tweaks that may be needed.
- Fort Town: +5 healing to Units and +25 health to Walls in this Town and can purchase additional Walls.
- Independent Powers & City-States
- [★] Added 24 new City-State bonuses across the Ages.
- Dev Note: Bigger maps means more players, and more potential City-State allies. To support this, we added more options for Suzerain bonuses when befriending a City-State. One of these new options is also shareable, so multiple civs can choose it. We felt that having a good baseline option available to all players would be a good quality-of-life consideration.
- New Antiquity City-State Bonuses:
- Scientific
- Lingua Franca: +2 Science on displayed Codices.
- Archimedes’ Screw: +1 Science on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Dev Note: There are a few new bonuses that stack bonuses on Warehouse Buildings. This is part of an approach we're experimenting with to keep infrastructure Buildings like Warehouses relevant and impactful as more of your empire is swallowed up by urban sprawl.
- Militaristic
- Hegemon: +1 Settlement Limit.
- Dev Note: Some players have asked for more ways to increase Settlement Limit. We’re pretty comfortable with the current limits and how they rein in overly-wide strategies, but this seemed like an appropriately-costed way to give those players an option.
- Spoils of War: +1 War Support. This bonus can be chosen by multiple civilizations.
- Economic
- Stockpiles: +2 Resource Capacity in the Capital.
- Ganzabara: +1 Gold on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Cultural
- Ennigaldi-Nanna’s Museum: +2 Culture on displayed Codices.
- Papermaking: +1 Culture on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Scientific
- New Exploration City-State Bonuses:
- Scientific
- Master Tradesmen: +1 Science on Specialists.
- Apprenticeship: +1 Science on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Militaristic
- Staked Claims: +1 Settlement Limit.
- Casus Belli: +1 War Support. This bonus can be chosen by multiple civilizations.
- Economic
- Bullion:+1 Gold on Treasure Resources.
- Market Right: +1 Gold on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Cultural
- Sì Mín: +1 Culture on Specialists.
- Artisans: +1 Culture on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Scientific
- New Modern City-State Bonuses:
- Scientific
- Refineries: +1 Science on slotted Factory Resources.
- Mechanization: +1 Science on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Militaristic
- Dependent Territories: +1 Settlement Limit.
- Home Front: +1 War Support. This bonus can be chosen by multiple civilizations.
- Economic
- Factory System: +1 Resource Capacity in Settlements with a Factory.
- Entrepreneurship: +1 Gold on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Cultural
- Touring Exhibits: +3 Culture on displayed Artifacts.
- Textile Industry: +1 Culture on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
- Scientific
- [★] Added 24 new City-State bonuses across the Ages.
- Economy
- Made several balance adjustments to Specialists, especially in Modern.
- Free Speech (Modern Age Civic): +50% Food and Happiness towards maintaining Specialists (Was: +100% Food and Happiness towards maintaining Specialists)
- Constitution (Exploration Age Civic): 25% Food and Happiness towards maintaining Specialists (Was: 50% Food and Happiness towards maintaining Specialists)
- Attribute Node: 10% Food and Happiness towards maintaining Specialists, or +20% if you have 3 or fewer Cities (Was: 15% Food and Happiness towards maintaining Specialists, or +30% if you have 3 or fewer Cities)
- Attribute Node: 15% of Food is refunded when a City grows by adding a Specialist. (Was: 25% of Food is refunded when a City grows by adding a Specialist.)
- Fascism Ideology:
- Assembly Line: +2 Production from Specialists. -2 Food in Towns. (Was: +3 Production from Specialists. -3 Food in Towns)
- Dirigisme: +4 Gold from Specialists. -3 Happiness in Towns. (Was: +6 Gold from Specialists. -3 Happiness in Towns.)
- Communism Ideology
- Proletariat: +4 Food from Specialists. -3 Happiness in Towns (Was: +6 Food from Specialists. -3 Happiness in Towns.)
- Removed Gold Maintenance for Portal de Mercaderes, Steel Mill, and Manigramam.
- Removed Happiness Maintenance for the Garden, Shiguan, Catedral, and Jardin à la Française.
- The “Suffetes” Tradition now grants the bonus Yields to the specialized Towns when slotting the Policy.
- Tiles in Settlements without a Baray now get pillaged/damaged during floods while playing as Khmer after studying Mousong.
- Aerodrome and Rail Station can no longer be built on top of each other.
- Updated ability and text for Terrace Farm, which now gives adjacent buildings Gold, instead of receiving gold for adjacent Buildings.
- Multiple World Wonders can no longer be built on the same tile when moving the priority on the Production queue.
- The Opera House now counts as a Diplomacy building.
- You can now produce or purchase Buildings after the Jaguar Slayer has placed a Jaguar Trap on an Empty Urban District.
- Salt and Truffles resources now apply 20% Production towards producing Units when slotted into a City.
- Modifiers for City Park, Stock Exchange, Tenement, and Laboratory function correctly.
- Made several balance adjustments to Specialists, especially in Modern.
- Age Transition
- [★] All leader-recommended civs are now unlocked by default during Age transition.
- Diplomacy
- Reconciliation is now usable with multiple leaders at the same time.
- Continental System's massive relationship penalty now functions similar to a Denounce sanction.
- Hostile military no longer receives War Support combat bonus when using Kispoko Nena’to to attack with Shawnee Civic Telwatiki Mastery unlocked.
- Environment
- [★] All map types now guarantee enough traversable Ocean Tiles near the Poles.
- The water/lake tiles in Homelands no longer appear as Distant Land when using Continents, Terra Incognita, and Pangaea Plus map types.
- Sugar resource is now correctly considered a Bonus resource in Modern instead of an Empire resource.
- Addressed a reported issue where Cocoa would disappear from the map when transitioning to Modern.
- Miscellaneous
- [★] Added new option to pet the Scout dog.
- Razing changes made in Update 1.2.1 apply in the Modern Age.
- Sicilian Wars Mastery now grants one Great Work slot on Towns with the Trade Outpost focus when playing as Carthage.
- Addressed a reported issue where the new host in a multiplayer room could not see the kick button or remove players after inheriting host status.
- Military
- Sherpa activation lens corrected, and activation tiles are now highlighted correctly.
- Naval focused attacks (Commander orders) should now correctly highlight land or naval Units depending on the type of attack.
- Treasure Convoys are now captured when killed by a Naval Unit.
- Combat Strength bonuses from slotted Traditions now appear and function correctly when defending.
- The Army and Fleet Commander promotions work on respawned Commanders.
- Fleet Commanders "Barrage Land Target" action is no longer available when the only available Naval Units are Submarines.
- Naval Units now have the ability to conduct coastal raids when they have the Movement points and Shipbuilding II Tech is completed.
- The Army Commander ability "Scorched Earth" will no longer display while in friendly territory on the borderline of enemy territory.
- French Empire's Unique Unit Garde Imperiale can no longer gain +2 Combat Strength if it’s not within a Command Radius when attacking.
- Nepal’s Sherpas can construct Highland Power Stations on owned and unowned Tiles so long as the requirements are met.
- Naval Commander Movement now acts accordingly when Shipbuilding Mastery is completed.
- Coastal Raid no longer disappears when moving a Naval Unit onto another tile that had a Coastal Raid option.
- Religion
- [★] Added two new Pantheons, including:
- Trickster God: +25% Influence towards Endeavors and Sanctions with an Altar in your Capital. This Pantheon can be chosen by multiple civilizations.
- God of Revelry: +1 Happiness on Resources in Settlements with an Altar. This Pantheon can be chosen by multiple civilizations.
- Dev Note: Another consideration for larger maps and player counts was more Pantheon and Religious Beliefs being chosen. We expanded the catalogue of Beliefs and introduced some shareable options here as well.
- [★] Added several new Religious Beliefs, including:
- New Reliquary Beliefs:
- Akhlaq: +1 Relic for first-time Conversion of one of your Cities.
- Anitya: +2 Relics for the first-time Conversion of a Holy City. This Belief can be chosen by multiple civilizations.
- Sukha: +2 Relics for first-time Conversion of a Settlement with at least 3 Specialists.
- Barakah: +2 Relics for first-time Conversion of any Settlement with a Natural Wonder.
- Dev Note: These new Beliefs can all be used on your own Settlements when you use a Missionary to convert them, as long as they meet the other requirements.
- New Founder Beliefs:
- Salat: All Buildings receive a +1 Happiness adjacency with the Temple.
- Chesed: +4 Production in your Settlements following your Religion.
- Feed the World: +6 Food in your Settlements following your Religion.
- Tikkun Olam: +2 Influence for every foreign Settlement following your Religion. +1 Influence for each of your Settlements following your Religion.
- Covenant: +3 Science, Culture, Happiness, Influence, and Gold on the Temple in your Holy City. If you retain this Belief, this bonus transfers to your Palace in Modern. This Belief can be chosen by multiple civilizations.
- Dev Note: We moved the bonus in Modern to ensure you didn’t lose it if you overbuilt your Temple. We considered starting it on your Palace in Exploration, but wanted to let it count towards the Enlightenment Legacy Path.
- Pushkaram: +1 Influence for every Navigable River tile in foreign Settlements following your Religion.
- New Enhancer Beliefs:
- Divine Inspiration: Gain 2 Missionaries when you build a Wonder. This belief can be chosen by multiple civilizations.
- Parampara: +1 Relic Slot in Science Buildings in Cities.
- Inter Caetera: Treasure Convoys gain +1 Movement and +5 Combat when defending.
- Crusade: +1 free War Support against civilizations who have Founded a Religion.
- New Reliquary Beliefs:
- [★] Added capability for shareable Religious Beliefs and City-State bonuses.
- [★] When a Missionary Unit is selected, Settlements that qualify for your Reliquary Belief are now highlighted.
- Dev Note: No more searching tile-by-tile for Settlements that are producing Treasure Convoys or have Wonders!
- Founder Beliefs that provided Yield for each foreign Settlement following your Religion now grant some Yield for domestic Settlements following your Religion.
- Dev Note: Many of the changes to Religious gameplay in this patch are aimed at providing a benefit for keeping your empire converted to your own Religion. As we continue to look at Religion as a whole, we’ve made some changes to Beliefs to better support having a Religious empire, and not just converting until you have enough Relics.
- Various Founders Beliefs now track and refresh correctly.
- Desert Faith
- Reincarnation
- Holy Waters
- Sacred Herds
- Sky Gods
- Shamanism
- [★] Added two new Pantheons, including:
Leaders & Civs
- Leaders
- Isabella
- Seven Cities of Gold Unique Ability updated to +100 Gold per Age when discovering a Wonder (Was: +300 in all Ages) and her extra Yields on Natural Wonders to a stacking +50% per improved Natural Wonder in her empire (Was: a fixed +100%).
- Dev Note: A strong start is a powerful advantage, and Isabella has been one of the strongest leaders in the game since launch. We didn’t want to remove her power entirely, but instead wanted to spread it out a bit more over the course of a campaign and really give her a reason to seek out and secure as many Natural Wonders as she can.
- Seven Cities of Gold Unique Ability updated to +100 Gold per Age when discovering a Wonder (Was: +300 in all Ages) and her extra Yields on Natural Wonders to a stacking +50% per improved Natural Wonder in her empire (Was: a fixed +100%).
- Isabella
- Civs
- Inca
- Qhapaq Ñan Tradition now allows players to create Homeland Treasure Convoys worth 2 points in Cities with at least 3 Mountains.
- [Crossroads of the World DLC] Carthage
- The City Halls now gets +1 Great Work slot after unlocking Sicilian Wars Mastery while playing as Catherine.
- Inca
UI/UX
- Civilopedia
- Added Civilopedia entries for Mementos, Legend Paths, and Challenges.
- Updated Civilopedia to reflect new changes to Treasure Convoys.
- Information about Natural Wonder base Yield scaling between Ages is now in the Civilopedia.
- The Civilopedia now gives information on Standard Buildings when searching for more information.
- The Civilopedia now explains what benefits are gained from upgrading a Unique Unit to a higher tier.
- Updated the Civilopedia entry for Villa to reflect that they can be built in Towns during the Revolt Crisis.
- The Civilopedia now contains information on Discoveries when the player searches Civilopedia.
- Independent Incite Raid ability information and requirements are now present in the Civilopedia when trying to research the ability.
- The "Embark" entry is no longer missing details when attempting to find information about the embarked Movement point.
- The incorrect terminology "Clicking" will no longer appear when viewing the "Antiquity: Great Library" Civilopedia entry.
- Controller-Specific
- The scroll bar no longer loses functionality when viewing another players’ Religion after unlocking new Beliefs.
- Cursor no longer loses focus when placing all Towns with the City cards selected in the Place Effects menu.
- Placeholder “?” button prompts no longer appear during the Advanced Start settlement placement screen when using an Xbox-layout controller.
- R-Stick now has scroll functionality in the Archive box in the Great Works menu.
- Players are no longer able to access the diplomatic menu of a leader that has not been met when opening it from the radial menu.
- General
- [★] Added clarity and quality-of-life improvements to several UI menus and interactions:
- Celebration info is now displayed in the HUD instead of just the Government screen.
- Added option in Settings to allow the City panel to remain open after choosing something to produce.
- The player can now scroll to view all items in the Production queue.
- Changed instances of checkboxes to selectors in Advanced Options for UI consistency.
- The color of a Memento’s icon now aligns with the color of its effect for easier readability.
- Project Research Objectives now visually mark as complete when a step is finished while in the Legacy Paths menu.
- [★] Improved menu behavior and visual feedback across multiple screens:
- Global Yields now update immediately when adding a Yield from a select attribute.
- The attribute number icon now disappears after distributing points in the leader menu.
- Cursor no longer remains as the Melee/Ranged attack icon when moving from an enemy Unit to an owned Settlement.
- "Accept" and "Support" options are no longer swapped when viewing the "Denounce Military Presence" Diplomatic Action.
- Improved game performance and stability on the War Support screen, and when scrolling on the Tech and Civic tree menus.
- Addressed a reported issue where a small black square could appear above the lower left corner's overlay where the leader, civ, and Age selection displays.
- Addressed a reported issue where a redundant "Support Yourself" button would appear after adding War Support to any AI leader for their war against other AI leaders.
- [★] Added clarity and quality-of-life improvements to several UI menus and interactions:
- Text Changes
- Adjusted the name of Inquisition Crisis policy to Schism.
- Incorrect text “Convert to an urban tile” no longer appears when placing a Unique Improvement.
- Updated Terrace Farm description and functionality text when playing as Inca.
- The Buganda Social Policies Ng’oma and Interlacustrine now display “(Coastal)” text for Kabaka’s Lake, when viewing the Government menu.
- Incorrect Treasure Convoy information has been removed from Distant Town’s detail page.
- Resolved several localization and display issues affecting text clarity:
- Tooltips
- [★] Production cost description for Buildings and Wonders now appears in the tooltip in the City production panel.
Narrative
- Added 17 new Discovery events in Antiquity and 17 new Discovery events in Exploration.
- [★] Enhanced Civilopedia entries with historical accuracy and new character quotes:
- Ada Lovelace and Simón Bolívar now have quotes on their Civilopedia pages.
- Corrected a historical inaccuracy in the Xerxes Civilopedia page.
- Golden Age Academy and Golden Age Amphitheater pages now share historic context with their regular versions.
- Great Britain’s Financial Centre Civilopedia page now has historical context information.
- Improved reward clarity for several Events and Discoveries.
- The first step in the Geographic Society Legacy Path can no longer be completed prematurely from being granted a free Explorer Unit.
- Improved consistency and logic of Event triggers, including:
- An Incorrect Answer: Event now triggers correctly after answering Papyrus Problems incorrectly and then building an Academy.
- Exploding Earth: Event now triggers when a Settlement tile is damaged by a volcanic eruption.
- It’s not a Phase, it’s a Lifestyle: The Event is no longer blocked from triggering if the Social Class Social Policy is active.
- Literary Deluge: Event is no longer blocked from triggering if the Literature Social Policy is active.
- The Palapa Oath: The Capital now counts as a founded Settlement and contributes towards triggering this event.
- The Palapa Oath: Event will now trigger on Advanced Start mode in Exploration.
- Shared Practices: Event is no longer blocked from triggering if the Vassalage Social Policy is active.
- Shrouded in Mystery: The Event can no longer be incorrectly triggered when the player founds a Religion in the Homeland Continent.
- The Sacrilegious Rider: Event now grants Gold at the cost of Culture.
- Press Gangs: Event now displays a negative Production icon for the second option.
Audio
- Added new Civilization VII Narrator English voiceover lines for the new Loading Screen.
- Dev note: We are currently working on recording and adding in new voiceovers for other languages. We’ll keep you in the loop as these roll out!
- Added sound effects for new “Pet the Dog” Unit ability.
- Various fixes to missing base game sound effects and improvements to audio feedback.
- Added bespoke UI sound design across multiple interface elements.
- Updated SFX for controller interactions.
- Updated default audio level settings.
Platform-Specific
- Linux, macOS
- Improved controller functionality when changing bindings in the Options menu.
- Improved update slider UI for HDR calibration.
- PlayStation
- Playstation 4
- Addressed a reported issue where some buttons lost functionality when exiting the Multiplayer Rules and Mods menu in the Multiplayer lobby.
- Resolved text overlap of UI elements in multiplayer.
- Optimized audio memory usage.
- Improved smoothness of scroll bar in the Controls menu
- The controller is now fully functional when switching Cities from the Raze panel to the Production panel.
- Playstation 4
- Xbox
- Xbox One
- Optimized audio memory usage.
- Improved smoothness of scroll bar in the Controls menu.
- Addressed reported issue with "A" button and RS stick functionality in the Options Menu.
- Radial Menu no longer fails to be opened when the user presses RB after using a Merchant to create a Trade Route in the Modern Age.
- Xbox One
Update 1.2.1 - Patch 1 - Steam Only - June 2, 2025

We’re rolling out a small, Steam-only patch to address player-reported issues. These changes are on the way to other platforms with the upcoming Update 1.2.2.
Patch Notes:
- The Building breakdown will now correctly show Building Yields, and the Yield breakdown will now correctly display Building icons.
- Resolved a reported issue where players could encounter a corrupted loading screen that prevented them from proceeding into gameplay.
If you’re still running into issues after this patch, please let us know through our support portal.
Update 1.2.1 – May 27, 2025

Hey, Civ fans!
We’re rolling out a bonus update for you ahead of our next one in June! This update adds the new Pangaea Plus Map Type, several balance passes to leaders and civs, an expanded human player limit in multiplayer, and addresses a number of player-reported issues. We’ve also continued work on improving the UI, refined AI behavior to make opponents more competitive, and tightened up overall game polish.
A note for our Switch players: Update 1.2.1 is now live on Nintendo Switch, including all the improvements in 1.2.0, bringing Switch fully up to date. Scroll down for the full patch details. Thanks for your patience!
Looking ahead, we’ll also be sharing an Update Check-In soon that’ll give you a look into what’s coming next. Until then, here are some things the team is working hard on and planning to include in the June update (subject to change):
- Large & Huge Map Support
- Steam Workshop Support
- Improved Game Setup Options
- New Religious Beliefs and Balance
- New City State Bonuses and Balance
- New Town Specializations and Balance
- Specialist Balance
- Treasure Fleet Improvements
- UI & Quality-of-Life Improvements
As always plans can shift, but we want to get these changes in your hands as soon as we can!
And lastly, a few quick notes before you dive in:
- While we aim to maintain backwards compatibility for existing saves as much as possible, some new abilities or effects may not appear until you start a new game or advance to the next Age in your current campaign. For the best experience, we recommend starting a new game, or continuing your current game into the next Age.
- If you encounter any new bugs or issues, try disabling any mods, as some may not yet be compatible with the latest update.
- Are you playing on Steam and want to finish your current save under a previous version? You can do so using our Steam beta branches.
Keep on reading for the full Update Notes below, and don’t forget to check out our Developer Update video below to see some of the highlights in action!

Pangaea Plus Map Type

Pangea maps have always had a special place in the hearts of Civ players who love a good all-out brawl. Pangaea Plus brings this gameplay to Civ VII, with all civs starting on a shared central Homeland landmass surrounded by a scattering of islands. These islands will have Treasure Resources that you’ll want to grab during the Exploration Age.
These contested Distant Lands islands make Naval gameplay especially viable, but be warned - you’ll need to invest in a strong army if you find yourself on this map type surrounded by Xerxes, Amina, and Harriet Tubman.
Leader & Civ Balance Pass

We’ve been paying close attention to how players engage with our roster of leaders and civs - both through direct community feedback and in-game data. With recent updates to abilities that affect Combat Strength, the introduction of the new Food Curve with 1.2.0, and growing insights into how the Influence Yield is being used across different strategies, we have a better understanding of where certain leaders and civs stand in the current meta.
Update 1.2.1 introduces some adjustments to a number of underutilized or underperforming options, with the hope of helping abilities stay relevant throughout the game and making each option feel distinct, competitive, and rewarding from start to finish. We included some extra dev notes in this section to give some insight into why these changes were made. We’ll keep on refining balance in future updates, so let us know how things feel!

New Features
- Pangaea Plus Map Type
- Added a new map type: Pangaea Plus. This map type features a single large central landmass that all civs start on. Surrounding islands are Distant Lands to all players and are home to Treasure Resources in the Exploration Age.
- Increased Multiplayer Player Limit
- Increased the maximum number of human players on all maps in Antiquity and Exploration. The max number of players in these ages now matches the number in Modern. Max human player numbers in Antiquity and Exploration are now (Tiny: 4; Small: 6; Standard: 8).*
- Dev note: Players who would not fit on the Homelands are instead spawned in the Distant Lands and can make progress to the Legacy Paths in Antiquity and Exploration. Their progress is now tracked in the Legacy Path screen.
- Increased the maximum number of human players on all maps in Antiquity and Exploration. The max number of players in these ages now matches the number in Modern. Max human player numbers in Antiquity and Exploration are now (Tiny: 4; Small: 6; Standard: 8).*
Leaders & Civs
- Leaders
- Friedrich, Oblique
- You now gain an Infantry Unit whenever you complete a Tech Mastery or construct a Science Building instead of just from construction.
- Dev Note: Friedrich is one of our Leaders that rewards you for pursuing specific gameplay goals, and we wanted to make sure the reward was significant enough to feel worth it. Now your scientific focus can help field an army to defend your empire of scholars.
- You now gain an Infantry Unit whenever you complete a Tech Mastery or construct a Science Building instead of just from construction.
- Friedrich, Baroque
- You now gain an Infantry Unit whenever you complete a Civic Mastery or construct a Culture Building instead of just from construction.
- Added +1 Culture per Age on displayed Great Works.
- Dev Note: We continued to mirror the abilities on both Friedrichs, but without the boost to Commanders this Friedrich Persona was falling a little behind. We added a little Culture here to keep both versions even in power.
- Hatshepsut
- Added +1 Culture per Age for each unique Resource you have instead of +1 Culture for every imported Resource.
- Dev Note: We saw Hatshepsut struggle to use her Unique Ability outside of the Antiquity Age, especially as the war-heavy gameplay of Modern made maintaining Trade Routes difficult. With these changes we hope to continue to incentivize Trade to acquire every kind of Resource, but leave multiple paths to taking advantage of the ability.
- Added +1 Culture per Age for each unique Resource you have instead of +1 Culture for every imported Resource.
- Himiko, High Shaman
- Added +2 Happiness per Age on Happiness and Influence Buildings.
- Added +50% Production towards constructing Happiness and Influence Buildings.
- Dev Note: Himiko’s Happiness bonuses were powerful, but a little narrow. We felt expanding her kit to include bonuses on Influence buildings would be a good boost without losing her identity.
- Jose Rizal
- When gaining Rewards from a Narrative Event, you now gain an additional 20 Culture, 20 Gold, and 20 Influence per Age.
- Dev Note: Influence is a powerful Yield, so we’re careful about how available it is. When looking for a buff to this Diplomatic Leader though, it was a good opportunity to grant it directly.
- When gaining Rewards from a Narrative Event, you now gain an additional 20 Culture, 20 Gold, and 20 Influence per Age.
- Pachacuti
- Cities now gain a bonus to Production equal to 10% of that City’s Food.
- Dev Note: Pachacuti is a good benchmark for what we want a powerful Food-focused leader to be. With the Food Curve changes and general balance tweaks we’ve made, he was falling behind. This adjustment is a big power boost, and we’ll be keeping an eye on Pachacuti in future updates for any tweaks needed.
- Cities now gain a bonus to Production equal to 10% of that City’s Food.
- Xerxes, Achaemenid
- Added +10 Trade Range.
- Dev Note: Xerxes’ focus on Trade works well, but weighing Settlement placement to ensure Trade connections versus good Yields was more often a chore than an interesting choice. The extra range gives Xerxes a little more flexibility to utilize his 'Silk Road' Unique Ability.
- Added +10 Trade Range.
- Friedrich, Oblique
- Civs
- [Crossroads of the World DLC] Bulgaria
- The Tarkhan Commander now allows Units to pillage for 1 movement instead of no movement.
- Swapped the effects of the Krum’s Dynasty Unique Ability that grants Food on pillaging with the 'False Retreat' Tradition that grants Production on pillaging. When Age Transitioning, you’ll now inherit the new 'False Retreat' Tradition that grants Food.
- Dev Note: While it was fun to see strategic players pull off extremely fast wins with this Tradition in Modern, it was not intended behavior. This change lets Bulgaria shine in Exploration without trivializing Modern.
- [Crossroads of the World DLC] Great Britain
- Increased the Culture provided by Antiquarian Unique Explorer Unit from +5 to +20 for every tile in your Capital when you use the Excavate Artifact action.
- Financial Centre now gives +2 Gold and +2 Science per connected Settlement instead of just Gold.
- Dev Note: Great Britain focused very heavily on Production and Gold but fell behind in other Yields, so we injected a little Science and Culture as a treat.
- Khmer
- In addition to the passive immunity to Floods from the Mousong Civic, Settlements with a Baray Unique Building also gain immunity to flood damage.
- Dev Note: We made this change so that the immunity to river damage could remain after Age transition. Make sure to build your Barays!
- In addition to the passive immunity to Floods from the Mousong Civic, Settlements with a Baray Unique Building also gain immunity to flood damage.
- Majapahit
- The Pura Unique Quarter now gives an empire-wide discount to upgrading Towns into Cities.
- Dev Note: Majapahit's Unique Quarter was one of the few that didn’t have a passive effect that you retained into the next Age. We added an effect to the Norman Donjon for the same reason.
- The Pura Unique Quarter now gives an empire-wide discount to upgrading Towns into Cities.
- Normans
- The Donjon Unique Quarter now gives a +10% Production bonus towards training Cavalry Units in that City.
- Inca
- The Terrace Farm Unique Improvement has been redesigned. It now provides a base +4 Food and gives adjacent Buildings a +1 Gold adjacency bonus. It no longer requires a Mountain Tile, and can be built on any Rough terrain without a Feature or a River.
- Dev Note: While requiring a Mountain nearby reflected a historical reality, it got in the way of gameplay more often than not. We considered buffing the Terrace Farm to be extremely powerful to make up for its placement restrictions, but elected to let you play with your civ's unique options more often instead.
- The Terrace Farm Unique Improvement has been redesigned. It now provides a base +4 Food and gives adjacent Buildings a +1 Gold adjacency bonus. It no longer requires a Mountain Tile, and can be built on any Rough terrain without a Feature or a River.
- Russia
- Prosveshchenie Unique Ability was changed to provide +1 Culture and +1 Science on Districts, doubled in Tundra.
- Dev Note: We wanted to double down on rewarding players for prioritizing Tundra tiles when settling.
- The Obshchina Unique Improvement now provides +2 Culture in Tundra, and +2 Food on all Farms in this Settlement.
- Dev Note: This was a change made to help usability. Modern Settlements often have limited Rural space and trying to place an Improvement down while considering what Improvements were adjacent to it was sometimes frustrating.
- Addressed a reported issue with the Obshchina Unique Improvement where the Culture benefit was stacking incorrectly when multiple were built in the same Settlement.
- Prosveshchenie Unique Ability was changed to provide +1 Culture and +1 Science on Districts, doubled in Tundra.
- Songhai
- The initial description you see of Songhai’s abilities now highlights that it can produce Treasure Fleets in the Homelands with the Kanta Civic. The value of these Treasure Fleets was increased from 1 point to 2 points.
- The Tajiro Unique Unit is now cheaper to produce, with slower scaling on their costs.
- New Unique Ability: Songhai gains +3 Gold for each Active Trade Route.
- Dev Note: Songhai, like Mongolia, is one of our civs that has an alternate path to Legacy Path completion. We wanted to make sure that was as clear as it is for Mongolia. Additionally, Songhai’s Gold gameplay was powerful when it worked, but could flounder with a bad start. We buffed its Trade gameplay to raise the floor for this civ.
- [Crossroads of the World DLC] Bulgaria
Gameplay
- AI
- Addressed a reported issue where the AI was not using the Great Banker to achieve a Modern Economic Victory under some circumstances.
- AI is now more thoughtful when placing Unique Quarters.
- AI now suffers less damage than the player on deep ocean tiles when playing a high difficulty game.
- Addressed a reported issue that AI was ignoring enemy Units outside a Settlement when at war and launching an attack on an Enemy Settlement.
- Improved AI’s Commander pathing to be more adaptable.
- AI now only offers peace to human players on a team.
- Dev note: If an AI is on a human team, the AI cannot offer peace to others, but can receive peace deals and accept peace for the human team.
- AI Leaders will no longer fail to immediately attack targetable enemies when having a Ranged Unit on a Settlement's City Center.
- Diplomacy
- The Influence cost of the Levy Unit action now equals its Production cost.
- Open Borders are now lost after an Alliance is accepted, rejected, or lost.
- The player's spent Influence is now properly applied to an AI ally’s War Support amount.
- Multiplayer relationships are no longer reset from the previous Age when committing to an Age Transition while playing on a Team.
- Fortified Districts are now properly damaged or destroyed when the "Open the Gates" Espionage Action is completed during Exploration gameplay.
- Environment
- Addressed a reported issue that the previous Age Buildings were being removed when repairing a current Age building in the same District.
- Volcanoes now spawn in Tundras and are less likely to spawn adjacent to each other.
- On Standard Start Position maps, the spacing is now fixed so that there are 2 tiles of ocean on both the North and South Poles.
- Economy
- The Missionary Unit now properly gains additional Production when trained in a City with the “Incense” Resource.
- Fishing Boats on Reef or Resource Tiles will now properly receive the +1 Happiness bonus when playing as Hawaii.
- Wine now properly gives a Happiness bonus to the Capital when the Resource is improved.
- Independent Powers
- The Mensarii, Gbara, and Kolkhoz City-State bonus now grants Gold for only one Bridge in a Settlement.
- Distant Land civs are no longer valid targets for Independents' Incite Raid ability.
- Independent Powers will no longer display negative Influence costs when attempting to befriend.
- Dispersed Independents no longer retain white-dotted tiles in the UI when the Grow City/Grow Town Action is active.
- Duplicate Independent Powers will no longer appear.
- Miscellaneous
- A tutorial has been added for Legend Unlock that can be found in the Attribute menu.
- The purchase menu will now display things that are unlocked but too expensive at the time.
- When spawning a Migrant Unit, there is now a tutorial and Civilopedia information.
- Prevented framerate dip occurring when moving cursor across a series of plots or hovering over cities.
- Military
- Secondary Unit Combat Strength effects from all Resources have been removed.
- Dev Note: Additional bonuses against particular Unit types ended up just making some Unit types like Infantry underpowered in most situations. We’re looking into other ways to differentiate Unit types so that they each have situations where they shine.
- Shì Dàfū Unit can now be trained when Cities other than your Capital reach 10 Population during the Antiquity Age.
- Trade Caravans and Ships no longer receive damage from Plague when a Trade Caravan or Ship passes through a plagued Settlement.
- Addressed a reported issue where Units failed to gain Combat Strength when the player was adjacent to the Enemy Combat Unit after unlocking Wartime Manufacturing.
- Hexes surrounded by the target's Commander are no longer revealed when the player activates Military Infiltration action.
- Army Commander Units no longer gain double XP when using their abilities to attack.
- Squadron Commander Units now respawn on an Aerodrome when defeated by an enemy Unit.
- Several Units can no longer be used on opposing Civilization’s Commanders, including: Jacobin "Louis Antoine de Saint-Just" (French Empire); Shì Dàfū "Huo Qubing" (Han China); Uparat "Senanurak" (Siam); all Revolucionario Units (Mexico).
- Razing penalty no longer grants free War Support against you and instead now just doubles the usual Influence penalty from conquest for the rest of the Age.
- Naval Units now heal when resting on neutral Coastal tiles in the Modern Age.
- Enemy Naval Units on a player’s Navigable River Urban District can now be attacked by Melee Units.
- An embarked Ranged Unit's Movement points will no longer be consumed when an Army Commander orders the Unit to Focus Fire on a hostile Unit.
- Secondary Unit Combat Strength effects from all Resources have been removed.
- Religion
- Changed Great Works behavior so that they only automatically unslot on a decrease in slots instead of on an increase.
UI
- Alignment & Spacing
- City View’s next/previous arrows are now properly aligned instead of being pushed down when viewing a Settlement in Unrest.
- The War Support bar no longer overlaps the UI when adding War Support over +28.
- Removed Settlement District Health UI being present during Wonder Reveal cinematic.
- The Resume and Restart buttons are now aligned when viewing in the Pause menu with 4K resolution.
- Unit flags no longer cover up Town and Independent Power banners.
- The growth meter on the Suzerain city banner now properly aligns with town and city UI banners.
- Realigned the red 'X' button in the Mementos menu to be more visible.
- The button tips no longer fail to display side by side when the tutorial pops up in the Education to Enlightenment window.
- The icon for Conquered City is now attached to the city name and doesn’t float in empty space.
- Addressed a reported issue causing missing Yield numbers in the city resources UI.
- Civilopedia
- Added Starvation entry to the Civilopedia.
- Added Unrest mechanic entry to Civilopedia.
- To and From sections for upgrading a Unique Unit now display the Unit’s Tier Level.
- Added Shì Dàfū "Laozi" and "Ban Zhao" Units’ missing descriptions of Unique Ability in Civilopedia in the Antiquity Age.
- The Civilopedia now includes the proper Civic Tree unlock for Reliquary.
- Controller-Specific
- Addressed reported issues with misaligned or missing UI elements, including the AI Leader icon in the Ally War Support menu and various incorrect or non-functional buttons across menus.
- Addressed a reported issue where tooltips were missing after canceling Urban District placement.
- Addressed a reported issue where Technology and Civic icons would not display when researching a locked option during the Antiquity Age with tutorials enabled.
- The scroll bar and cursor no longer lose functionality when searching for an entry that is currently displayed in Civilopedia.
- Addressed a reported issue where the Government menu would auto-scroll after switching tabs.
- Addressed a reported issue where vertical cursor movement was prevented in the Great Works menu.
- The scroll bar in the Ranking tab of the Age Progress menu now works when opening via notifications.
- Addressed a reported issue where the camera controls lost functionality when enabling the Continent Lens Filter.
- General
- Relationship Status Icons on Leader Portraits in the Ribbon now open the Relationship Tab in the Diplomacy Menu.
- Improved graphic fidelity of several UI elements in menus.
- Updated the "Unit Has Moves" icon.
- The Happiness Status icon is no longer missing when viewing an AI's City banner.
- When placing a Building, the Walls icon will no longer take a slot on the map.
- In the Promotion menu, lines to locked Promotions will no longer appear highlighted.
- Addressed a reported issue where the Unit panel of the Army Commander would linger on-screen when deselecting the Commander.
- The Religion Icon under the Settlement Banner no longer remains red when a player fully converts a Settlement with a Religion during Exploration gameplay.
- Added column names (e.g. “Actions,” “Primary Key,” “Secondary Key”) to the Keybind configure menu in Accessibility options.
- Settlement Banners no longer disappear when the player places a Building down and quickly backs out of the Production List.
- The Propose Peace button is now grayed out when the button is not functional.
- “Age Progress Remaining” notification can no longer be triggered when playing in One-More-Turn mode.
- Assemble Army and Deploy Army Commander actions now appear in the second row Commander-specific actions in the Unit panel.
- "Narrate on hover" Accessibility option now narrates the 2K Account link status when hovering on the 2K Account icon in the Main menu.
- Mawaskawe Skote Unique Improvement now properly displays when you view Ageless in the player unlocks menu while playing as Shawnee.
- Adjacency arrows now appear consistently when constructing an Urban District during gameplay.
- Turn Advancer now appears after the player skips turn with their first Unit during the Tutorial.
- The consumed City/Town Legacy now gets properly removed from the count of City/Town Legacy cards in the Legacy select screen during Advanced Start.
- The background color for Dark Age Legacy cards now displays properly as black when viewed in the Legacy planning screen.
- Auto End Turn now pauses for unallocated Army Commander Promotion points when it’s the last action remaining.
- Migrant Units' Resettle ability can now only be used in empty available tiles to become rural tiles.
- The diplomacy animation now properly plays when interacting with a Diplomacy Event.
- Multiplayer
- Addressed a reported issue where a player’s Team Chat message appeared as if sent by a player on the Opposing Team.
- Addressed a reported issue where the Production bonus towards Wonders appeared when viewing the tooltips of the Nepal civilization instead of the Unique Ability in the Multiplayer Lobby.
- Added missing description for Unique Ability when viewing the tooltips of the Great Britain civilization in the Multiplayer Lobby.
- For easier navigability, reordered all leaders and civs (base game and DLC) alphabetically when viewing the dropdowns in the Multiplayer Lobby Menu.
- Text Changes
- Added unlock text for unlocking Shawnee in the Antiquity Age.
- 'Already built' text now properly appears when constructing a Wonder and viewing it in the Tech and Civic Trees.
- Addressed several reported instances of missing or misaligned localized text.
- Addressed a reported issue where gained Culture Yield always displayed as "+2 Culture" when completing a Technology Mastery as Ada Lovelace.
- Addressed various text bugs and overlaps.
- Tooltips
- Total Yields are now shown on plot tooltip.
- Civilopedia and tooltips now show that Units can only gain up to +6 Combat Strength from Resources.
- The Production Icon is no longer missing when viewing the tooltip for the Endeavor Diplomatic Action "Wonder Construction."
- 'Move By Rail' action description now remains on screen for the expected amount of time when viewing the tooltip in the Unit info panel.
- The Medieval wall now has text to reflect that it can be purchased in Towns when viewing its tooltips in multiple menus.
- Tooltip's turn times now properly match the actual action's turn time.
- The tooltips of tiles will no longer overlap with any window/pop-up that overlays the map.
Narrative
- Addressed a number of reported issues preventing Narrative Events from triggering.
- Clarified rewards for several Narrative Events.
- Improved the clarity and information presented in tooltips for Narrative Events.
- A Symphony of Guns: Now grants more powerful rewards if the prerequisites are correctly met.
- Brother Against Brother: Rewards have been changed to more accurately match the narrative.
- Entitlement: Event now correctly completes when scoring 2 or more Treasure Fleet Points.
- Grace of the Highlands: Updated the second option reward to give Happiness Yield on Settlements.
- Legacy of the Ancients: Rewarded Gold Bangle Unit will now match the player’s unlocked tier.
- Stolen Stones: Now grants the correct rewards.
- The Forever Land: All Factory Resources, regardless of how they were obtained, will now count towards quest completion. Fish no longer count as a Factory Resource for the quest, and Tin now correctly counts as one. And finally, the quest description is now updated to say Factory Resource instead of Luxury Goods.
- The Man of Destiny: Added a progress tracker.
Audio
- Updated missing narrator VO across various events in the game.
- Added more UI sound effects polish.
- Added bespoke Tech and Civic select sounds.
- Updated sound effect when placing Wonders.
- Adjusted mix to make biomes, continuous combat, and resources more audible.
- Attributes have been updated to have bespoke sound effects.
- Updated dynamic tooltip settings for audio.
- Addressed various reported issues and applied several quality-of-life improvements to game audio.
Platform-Specific
- All Consoles
- Addressed several reported issues with input flows and prompts for the UI.
- Addressed several gameflow and stability issues.
- Linux macOS
- Adjusted rendering resolution when launching in fullscreen mode.
- MacOS
- Address a reported issue where players could not rename their units on Mac.
- Addressed a reported issue causing gameplay to be visible in the Main Menu.
- Made improvements to controller functionality.
- PlayStation
- Made improvements to gameflow and stability.
- Steam, Steam Deck
- Addressed reported UI issues during multiplayer games.
- Switch
- Improved several input flows and prompts for the UI.
- Improved gameflow and stability.
*Map restrictions may apply to gameplay on Nintendo Switch. More info available here: https://2kgam.es/Civ7FAQ. Online play and features (including progression bonuses) require an Internet connection and 2K Account (minimum age varies). Up to four players supported in the Antiquity & Exploration Ages. Up to six players supported in the Modern Age. Terms apply.
Update 1.1.1 - Patch 1 - March 27, 2025

April 3, 2025: Update 1.1.1 – Patch 1 is now live for Nintendo Switch. Thank you for your patience, Switch players!
Today, we’re rolling out a small patch that addresses a number of reported issues and aims to improve overall stability – particularly on PS4 and PS5.
Patch Notes
- Made stability improvements to all platforms, and addresses multiple reported stability issues for PS4 and PS5.
- Addressed several reported issues where civs were not unlocking correctly during an Age transition.
- Unfortunately, due to the nature of this issue, this change will not apply to existing saves.
- Addressed a reported issue where resource icons were not scaling properly at higher resolutions.
- Addressed a reported issue where Spain civ's City names could be missing localization.
Update 1.1.1 - March 25, 2025

Hello Civ fans,
Update 1.1.1 is here, ushering in a new batch of improvements to Civilization VII! This update includes a mix of both free and paid content, with many of the free additions influenced by community feedback.
At the top of the notes, you'll find the Feature Spotlight section, highlighting the major new features and improvements included in Update 1.1.1, along with developer notes offering more context. From there, the full Update Notes detail all the addressed issues and implemented changes for both the base game and DLC.
Lastly, Update 1.1.1 completes the content additions of the paid Crossroads of the World Collection, totaling two new leaders, four new civs, and four new Natural Wonders for those who own it.
We're still hard at work on Update 1.2.0, currently planned to deploy in April (subject to change). For a preview of what we're targeting, you can refer to our roadmap from the February 27 Update Check-In article, with plans for additional UI refinements, a "One More Turn" option to continue playing after a game-winning Victory, and more.
You can expect plenty more major updates in the months to come. We're still at the beginning of our Civilization VII journey, and we sincerely appreciate all your support and patience as we continue to refine the Civ VII experience. As always, we're listening closely to your feedback, so please keep sharing your thoughts on the Steam Discussion forums or our official Civilization Discord Server.

Quick Move
Quick Move is here! This optional setting allows you to disable the movement animations for your Units, making gameplay faster. This is off by default, and can be toggled by selecting the option in game settings.

Map Generation
As we work to add some more flavor and variety to maps in Civ VII, we've added in a brand new start position option as the default, called Standard. This option is closer to what players will remember from Civilization VI – where continents have a bit more variety and are less predictable.
The existing start position method is now called Balanced, and can be selected again at any point in Advanced Options. Balanced will remain the default option in Multiplayer games. We have plenty more planned for map variety, generation, and new maps (including larger maps) so stay posted, and keep letting us know what you want to see!
Settlement and Commander Renaming
Your creativity has no bounds – and now the same applies to your Settlement and Commander Unit names! You can now choose to rename them by clicking the pen icon in the upper right hand corner of their menus. Whether you're roleplaying a historical empire, naming cities after your best friends, or for the utilitarians among us – naming things functionally based on their status and benefits – we hope you enjoy the freedom to choose!

UI Improvements
We're adding polish (no, not the Jadwiga kind – the UI kind)! With 1.1.1, we've made several UI changes as a part of an ongoing effort to improve the UI in-game. Here are a few highlights:
Improve Unit Flag and Health Bar Visibility
We've made even MORE health bar readability improvements – now visible in the Unit panel! We've also increased the weight on Settlement health bars to make them stand out more from the surrounding buildings.

Improved Plot Tooltips
We've improved the tooltip on plots to include how many Specialists are assigned, and are still possible to assign.
New “District Under Attack” notification
You're now alerted when your District's under attack with a notification – which we hope means less surprises when you go to check up on your Settlements.

New Trade Lens and Ability to Send Merchants from Lens
You can now see your available trade routes by triggering a new lens on/off via the Lens panel! You can also send Merchants directly to Cities from the panel in any Age, but remember, in those earlier Ages you still have to start the route when you get there.

Age Progress Now Shows Turns Remaining Until Crises
No more surprise Crises! New "pips" have been added to the Age Progress wheel in the HUD to show when Crisis will trigger/escalate.

Restart Button
Re-rollers rejoice! We've added a new restart button that can be used within the first few turns of a new game, to restart the map with your exact same game settings and civ/leader choices. Note that restart will not be available in certain situations – like when you've already undergone an Age transition or during a network multiplayer game.

These are just the highlights, so be sure to check out the full list of UI improvements in the update notes below. We've still got a lot more to come! Our upcoming updates and patches will continue to make UI a top priority, so we can improve the readability, accessibility, and general ease-of-use for all of Civ VII's features.
New Natural Wonder: Mount Everest
Last, but certainly not least, Mount Everest has joined the list of Natural Wonders in Civ VII. Called Sagarmatha in Nepali and Chomolungma in Tibetan, the mountain has long been held as sacred by local populations. Mount Everest provides a range of bonuses to any player lucky enough to settle nearby – +2 Happiness, +2 Influence, and +2 Culture – and reveals all Mountain tiles on your continent when discovered.

New Features
- Modern Age Pacing and Balance
- We've made a number of changes to help the Modern Age last a bit longer so that players have more space to enjoy all the unique gameplay in that Age.
- Eliminating a player no longer adds Age Progress in Modern, and the amount of Age Progress added in Exploration has been halved so that Domination Victories are easier to achieve now.
- Modern Techs and Civic costs have been increased by roughly 25% overall, more heavily weighted on nodes deeper in the trees.
- We've made a number of changes around Railroad Tycoon gameplay:
- Factory Cost increased from 600 to 1400.
- Port Cost increased from 550 to 1200.
- Rail Station Cost increased from 650 to 1200.
- Coal Resource changed from 100% Production bonus towards Rail Stations to 10% Production bonus towards Rail Stations and Ports (the existing 100% bonus was not functioning as intended).
- Oil Resource now also gives a 10% Production bonus towards Factories.
- Your Military Advisor will now warn you if you don't have enough Commanders to retain all of your Units when an Age is ending.
- Map Generation has been improved and players can now choose between two Start Position options (Standard and Balanced) in Advanced Setup.
Leaders & Civs
- Leaders
- Ashoka, World Conqueror:
- Devaraja Unique Ability combat bonus changed from "+10 against Fortified Districts during Celebrations" to "+5 against Fortified Districts during Celebrations."
- Confucius:
- Playing as Confucius now correctly unlocks the Qing in the Modern Age.
- Lafayette:
- +1 Combat Strength per Tradition slotted is no longer doubled in Distant Lands.
- Changed "+2 Culture and Happiness per Age in Settlements, doubled in Distant Lands" to "+1 Culture and Happiness per Age in Settlements, doubled in Distant Lands."
- Ashoka, World Conqueror:
- Civs
- Buganda:
- Buganda's Nyanza Civic now applies to full-hex buildings, e.g. Aerodrome.
- [Crossroads of the World DLC*] Carthage:
- The bonus Combat Strength for Carthage's Numidian Cavalry now only gains +1 per unique City resource slotted in the Capital.
- Hawai'i:
- Ahupua'a Tradition changed from "+4 Culture on Food Buildings" to "+4 Food on Culture Buildings."
- Ho'okupu Tradition changed from "+2 Culture on Marine terrain" to "+1 Culture on Marine terrain."
- He'e Nalu Civic Mastery changed from "+1 Culture on Marine terrain in Settlements following your Religion" to "+1 Happiness on Marine terrain in Towns following your Religion, doubled for Cities."
- [Crossroads of the World DLC*] Great Britain:
- No Eternal Allies Tradition changed from "+5% Gold in Towns, but -5% Gold in the Capital for every Alliance" to "+10% Food and Gold in Towns, but -5% Gold in the Capital for every Alliance."
- Majapahit:
- Subak Tradition changed from "+1 Culture and Production on Marine Terrain" to "+1 Culture and Production on Marine Terrain in Cities."
- Gamelan Civic changed from "+4 Culture on Quarters" to "+2 Culture on Quarters."
- Nusantara Civic changed from "Culture Buildings receive a +1 Culture adjacency with Coast" to "Culture Buildings receive a +1 Happiness adjacency with Coast."
- Maya:
- Uwaybil K'uh Quarter Production gained changed from 15% to 5% of the Technology researched.
- K'uh Nah changed from +4 Science to +3 Science.
- The Mundo Perdido Wonder now unlocks earlier in the Civics tree from Calendar Round.
- Meiji Japan:
- The Goishhin Unique Ability now correctly applies the Science bonus when overbuilding.
- Kōkūtai Tradition now correctly applies to all Aircraft Units.
- Mississippian:
- The Mississippian Tradition, Shell-Tempered Pottery, now applies correctly outside of the Antiquity Age.
- Mongolia:
- Baghatur Tradition changed from "+5 Combat Strength for Cavalry Units" to "+3 Combat Strength for Cavalry Units."
- Rome:
- Legion Unit changed from "+2 Combat Strength for every Tradition in the Government" to "+1 Combat Strength for every Tradition in the Government."
- Latinitas Tradition changed from "+10% Food, Gold and Culture in Towns with a Specialization" to "+5% Food, Gold and Culture in Towns without a Growing Town Focus."
- Russia:
- General Moroz Tradition changed from "+5 Combat Strength for Units in Tundra" to "+3 Combat Strength for Units in Tundra."
- Songhai:
- The Hi-Koi Civic no longer grants a bonus to Units that are not on a Navigable River.
- Buganda:
Gameplay
- AI
- Improved AI scouting and Settlement behavior.
- AI Commanders will now correctly gain bonus XP based on difficulty:
- Scribe: -20%
- Governor: 0%
- Viceroy: 40%
- Sovereign: 60%
- Immortal: 80%
- Deity: 100%
- AI now makes better Commander promotion choices, prioritizing bonuses like increased Combat Strength.
- Economy
- Towns with a Trade Outpost Focus now grant the +5 Trade range to all of your other Settlements and not just from themselves.
- Developer Note: This change makes it easier to build roads to connect your Towns to your Cities with Merchants if you have a few Trade Outposts.
- Sawmills now properly grant Production to Camps.
- Grocers no longer grant Food bonuses on Mines and Woodcutters
- Addressed a reported issue where Ironworks was not granting Production bonuses on Mines and Woodcutters. Added a +1 Production bonus on Mountains.
- Repairs can no longer be purchased without having enough Gold.
- Players now correctly receive discounted prices when purchasing Buildings that have been discounted.
- Purchases can no longer be made in a Town with Unrest.
- Resolved an issue where the Fish Resource was decreasing the amount of Food needed for a Settlement's next Growth Event to negative.
- The Production queue properly updates when multiple Wonders are in the queue and another civilization completes a Wonder first.
- Walls granted by the Byrsa Wonder are now properly granted on all eligible tiles.
- Towns with a Trade Outpost Focus now grant the +5 Trade range to all of your other Settlements and not just from themselves.
- Diplomacy
- The Sabotage Space Program Espionage Action now completes as intended.
- Crises
- Revolutions Crisis now applies the correct amount of Unhappiness after players choose a new revolutionary Government.
- Military
- Scorched Earth Policy changed from "+5 Combat Strength for all Units when attacking" to "+3 Combat Strength for all Units when attacking."
- Purabhettarah Units now correctly gain +5 Combat Strength vs. Fortified Districts.
- Scout Units no longer stack the +1 Sight Range bonus after unpacking from a Commander with the Initiative promotion.
- Natural Wonders
- Torres del Paine changed from "Units that move adjacent to Torres Del Paine ignore Rough Terrain" to "+1 Food and Production on Tundra terrain in this Settlement."
- Increased the spawn rate of the Valley of Flowers.
- Independent Powers
- Naval Units can no longer Disperse Independent Villages while a Unit is defending the Village.
- Emporium and Monastery Unique Improvements now stack Yields correctly when multiple are built in the same City.
- Civilopedia
- Added and updated several entries.
- Addressed Issues:
- Resolved a reported issue that could occur when exiting to the main menu too quickly while creating a new game.
UI
- Notifications
- Added new “District Under Attack” notification.
- Players are now correctly notified when a Packed Commander was attacked.
- Notifications now properly play their animations at the start of a new turn.
- Increased the speed at which notifications appear during gameplay.
- Added additional Watch-out / Advisor notifications to help with making Treasure Fleets. New Watch-outs will appear for when you're missing shipbuilding tech or a Fishing Quay.
- Text Changes
- Resolved various reported text and formatting issues.
- Several instances of missing text have been addressed.
- Alignment & Spacing
- Improved the alignment and ordering of tutorial pop-ups.
- Improved the alignment for the Resume and Restart buttons in the Pause menu.
- Commander Level text is now centered when reaching a double-digit Promotion level during gameplay.
- Improved the spacing between the Unit icon and flag and the number representing a Commander's level.
- The Quit button in the main menu no longer overlaps the images in the carousel.
- Tooltips
- Added Specialist info to plot tooltips.
- Added Neutral Relationship icon and improved Relationship tooltip readability.
- Resource type is now displayed with both icons and tooltips, both in map and in the Resource screen.
- Controller-Specific
- Espionage report pop-up now properly appears when attempting to open it via controller during gameplay.
- Controllers now respond correctly after opening the Progress Menu in the 'Choose Civilization' Menu.
- Trade lens will now change back to 'None' when the user closes the Trade lens during gameplay when using a controller.
- Controller no longer loses focus on the City-State Bonus menu while a Unit is selected.
- Players using a controller can now properly select Government choices when opening the "Choose a Government" screen via the Turn Advancer, even if a Unit is selected.
- General
- Settlements and Commander names can now be customized.
- Added a Trade Lens that displays Trade Route information without requiring a Merchant Unit to be selected.
- Now able to send Merchants to Settlements directly from the Trade Route panel.
- The Unit Action tray is expanded by default to show all available Unit Actions.
- Improved visibility on Unit and District health bars, and on Unit flags.
- Added Crisis indicators to Age Progress UI to indicate activation/increase points.
- Hide “turns until growth” UI when a Town has a focus (and thus will not be growing).
- Pause menu is now expanded and reorganized to better show all options.
- Addressed a reported issue where the Production panel would not refresh properly when purchasing in a Settlement.
- Updated the description for the Change Capital Legacy card to more accurately reflect the functionality.
- The Government selection screen now appears correctly on ultrawide monitors.
- Unit portraits appear correctly after opening and closing the Diplomacy menu.
- Settlement Yields now correctly update in the Building Placement menu instead of displaying the previously selected Settlement's Yields.
- Army Commander's Progress Bar now updates properly in the Unit Panel when gaining experience.
- The Wondrous banner now appears properly.
- The Privacy Policy page now appears properly.
- Economic Advisor Portrait now appears correctly in the Antiquity Age.
- Learn More prompt now functions correctly when attempting to select it for unowned civs.
- Addressed a reported issue where Buildings, Wonders, and Improvements did not display in the Production menu, preventing the player from placing anything other than Units in their Settlements.
- The Town Unrest slider can no longer go negative.
- Several fixes for UI and HUD elements not appearing as intended.
- Added unique icons for various Great Works.
- The War Weariness score will no longer be falsely attributed to a different leader during a First Meet.
- Addressed a reported issue where the Unit panel would be missing when the player selects and closes the Unit panel multiple times.
- Addressed a reported issue where the X button could lose functionality when transitioning to the next Age.
- The Theology Civic now correctly appears in the Choose Civic list after the player founds a religion.
- The Input Icon now appears correctly during the Legacy Progress tutorial.
- Addressed a reported issue where the remaining turns displayed in the “Town is in Unrest” menu were not consistent with the actual number of turns remaining.
- The Civiolopedia entry for Prussia's Unique Infrastructure "Staatseisenbahn" now displays correctly.
- Xerxes banner art has been updated.
- Applied more historically accurate icons to Han’s Shi Dafu and Ming’s Mandarin.
- The Commander Promotion menu now displays correctly in windowed mode.
Narrative
- The following events can now be triggered:
- Legacy of the Ancients
- Sickness in the Air
- The Song of the Scholar
- Central Autocracy
- Training Day
- Children of the Sky: Changed the completion requirement text to "schoolhouse" instead of "school."
- Lessons of the Land: Event now starts correctly if Catherine played as Greece in the Antiquity Age.
- Enduring Love: Reward tooltip now properly displays after hovering over the option button.
- The Army's Soul: The first option of the event can now be completed when playing as Spain.
- The Sting of Iron: Reward tooltips now properly display when hovering over the option buttons.
- Besiege and Conquer: The first option reward tooltip now displays the correct reward information.
- A Mass for the Masses: Removed redundant Happiness icon in the first option.
- Opening Night: Chariots are now properly granted the Combat bonus after selecting the "Hold a staged battle" event option.
- The Moving Lake: Event will now only trigger if a Unit dies in a storm on a desert tile.
- Neither Friend Nor Foe: Event will now correctly trigger when Relationship with another civ rises to Neutral.
- Military Report: Production bonus reward is now only granted to Howitzer Units instead of all Units.
- The Bane of Tanks: AT Guns are now properly granted the Combat Strength bonus reward for the second option.
- Nature of Nature: The event will now trigger correctly after building a Museum and an Opera House.
- A Shared World: Event now rewards the correct amount of Yield.
- I am Fond of Dogs / I am Fond of Pigs / I am Fond of Cows: Events can now no longer be triggered simultaneously.
- Will of Ares: Event rewards will be granted correctly.
- The Rains Come: Event rewards will be granted correctly.
- Discovery Event Yield cost text now updated to state percentage of costs.
- Corrected historical inaccuracies in the Hermitage entry of the Civilopedia.
- Clarified the text for Steps 1 and 2 of the Enlightenment Legacy Path.
Miscellaneous
- The Continue button now loads manual saves that are more recent than the last autosave.
- Improved crane animations on Ports and Quarries.
- Added more detail in Vegetated Tundra tiles.
- Addressed a reported issue when the player moved the camera with both a controller and keyboard at the same time.
- Fixes made to terrain seams on AMD GPUs.
- Screen mode should now properly update when players change from Windowed to Fullscreen while using Alt+Enter or the F11 key.
- Addressed a reported issue where players could join a multiplayer game mid-countdown when using a join code.
- Addressed a reported issue where game settings were sometimes not saved, and Options did not revert, when selecting “Cancel Changes.”
Console
- PlayStation
- Improved the alignment of the Options button in the UI to avoid overlapping other UI elements.
- The tooltip of each civilization will now correctly display next to the civ icon on the “Choose Age & Civilization” tab.
- Improved controller input flows and prompts for the UI when using a controller.
- An in-game notification now informs the player that a Quick Save was created.
- Resolved a visual issue with Ashoka, World Renouncer's model in the Main Menu.
- Switch
- Improved the translations on several pieces of localized text.
- MacOS
- Unit routes can now be placed quickly using right-click functions.
- Linux, MacOS
- Fixed cursor issues on MacOS and Linux.
- Steam, Steam Deck
- Fixed several input flows and prompts for the UI when using a controller.
Crossroads of the World Collection* – DLC 4-6
Leaders
[Crossroads of the World DLC*] Added new leader Simón Bolívar.
As the Napoleonic Wars weakened Spain's presence in the Americas, Simón Bolívar, "El Libertador," led forces to liberate the region. With tenacity and charisma, he led his armies to victory, and the people to independence. The instability of newfound freedom proved difficult to overcome. First president and then dictator of Gran Colombia, he failed to fully enact his ambitions. Yet Bolívar remains an enduring example of South American defiance.
- Attributes: Expansionist, Militaristic
- Unique Ability – El Libertador: Gain a free amount of Support on your wars. When you conquer a Settlement for the first time, it can purchase a Building for free. Can purchase items when in the Unrest status.
- Agenda – Cornerstone of Freedom: Increase Relationship by a Medium Amount for having the least Unhappy Settlements. Decrease Relationship by a Small Amount for the leader with the most amount of Unhappy Settlements.
Civilizations

[Crossroads of the World DLC*] Added new Exploration Age civilization Bulgaria.
In the seventh century, the Bulgars crossed the Danube and made the Balkans their own. Their warriors used the mountains to their advantage, scattering larger armies through skill and stratagems. The First Bulgarian Empire ran on conquest, expansion, and the growth of trade. The Second Empire saw the rise of art, literature, and architecture alongside spirituality and monastic traditions. All came crashing down when the Ottomans invaded.
- Attributes: Militaristic, Expansionist
- Unique Ability – Krum's Dynasty: Receive Food in all Towns when pillaging Improvements equal to a percentage of the HP or yields gained.
- Unique Civilian Unit: Tarkhan (Unique Commander Unit)
- Unique Military Unit: Bolyar (Unique Cavalry Unit)
- Associated Wonder: Rila Monastery

[Crossroads of the World DLC*] Added new Modern Age civilization Nepal.
Nestled high in the Himalayas, and incorporating both highland Buddhist and lowland Hindu populations, Nepal has clung to its sovereignty despite its precarious location. 19th century Nepal was governed by an autocratic group of families, and guarded by the fierce Gurkha warriors. Following an agreement with the British, they maintained a degree of independence at the crown of the world.
- Attributes: Diplomatic, Cultural
- Unique Ability – Roof of the World: All Warehouse Buildings apply to Mountain tiles, but they cost increased Food and Happiness Maintenance.
- Unique Civilian Unit: Sherpa (Unique Scout Unit)
- Unique Military Unit: Gurkha (Unique Infantry Unit)
- Associated Wonder: Boudhanath
*Crossroads of the World Collection is included in the Deluxe and Founders Editions of Civilization VII. It is also available for separate purchase (base game required). Contains 6 DLCs, all of which will be available on or by March 2025 (subject to change). Each DLC will be delivered automatically in-game on release. Terms apply.
Update 1.1.0 - Patch 1 - PS5 - March. 12, 2025

We've made several optimizations to reduce crashes and improve overall performance for PS5 players, including:
- Various stability improvements.
- Additional diagnostics to help identify stability issues.
Update 1.1.0 - March 4, 2025

Hello Civ fans,
Update 1.1.0 is here - our first major update to Civilization VII! This update includes a mix of both paid and free content, with many of the free additions influenced by community feedback. For these extensive Update 1.1.0 notes, we've separated PC and Console into two separate sections so you can easily read them for your preferred platform.
As part of these update notes, we’re introducing a Feature Spotlight section, where the developers will dive deeper into new features or improvements being made. The Update Notes will cover all the addressed issues and improvements, including changes to both the base game and DLC. And lastly, for those who are excited about paid content additions, a Collection section will showcase the newest civs, leaders, and Wonders included in the latest paid Content Collection.
This update also brings a number of addressed issues and improvements specifically for console players. Some of these changes may already be available to PC players, but now all platforms are fully up-to-date. This also means crossplay between PC has been restored across PC, Playstation, Xbox, and Switch, so you can once again enjoy cross-platform multiplayer between PC and these consoles with the latest version of the game.
For a look into what else we’re planning, take a look at our recently released Update Check-in detailing some of what you can expect in our next update, and some major features being scoped out for the future.
As always, we’re listening closely to your feedback, so please keep sharing your thoughts on the Steam Discussion forums or our official Civilization Discord Server.

Refining the Modern Cultural Legacy Path: Geographic Society

If you’ve been chasing a Geographic Society victory, you might have noticed some balance quirks. We made some key changes to improve how this victory feels and plays, including removing the chance for Artifacts to run out in the game, and making it harder for players to breeze through this path when no other players are aiming for this victory.
Here are those key changes:
- Explorer Units now cost more to slow down early rushes.
- Fewer Exploration Age artifacts spawn per continent, making competition for discoveries more strategic.
- Natural Wonders can now be studied for Artifacts - thanks to a new Mastery in the Natural History tech. Each player can collect these new Artifacts once per Natural Wonder.
- Additional Artifacts can be earned by completing the Future Civic (repeatable), providing new late-game opportunities.
- Additional AI and quality-of-life improvements around Geographic Society gameplay.
We hope these changes balance the pacing of the Geographic Society victory – rewarding players who go all-in on Culture while ensuring other leaders still have a fair shot at competing for different paths! We’ll keep monitoring victory pacing across all Legacy Paths and make further adjustments as needed.
PC Update Notes

New Features
- Modern Age Geographic Society Updates:
- Natural History Mastery now grants Explorers +1 Sight and the ability to gain artifacts from Natural Wonders.
- Completing Future Civic now grants +1 Artifact in the Modern Age.
- Completing Hegemony Civic now grants +1 Artifact when an Explorer researches Artifacts.
- Explorers have had their cost increased now that Artifacts can be acquired from more sources.
- Explorers can no longer create a new Dig site on top of an existing Dig site.
- The Continents lens has been updated to show Natural Wonders that can provide Artifacts.
- Hegemony has switched places with Militarism and now requires Nationalism and Globalism.
- Increased the number of Artifacts that are spawned on Tiny maps.
- Holy Cities can now be converted. Note that when players create their own Missionary Units, they will always follow the player’s chosen Religion.
Leaders & Civs
Leaders
- Napoleon, Emperor**: Napoleon, Emperor can no longer reject Sanctions for free.
Civs
- America: America now receives +2 Resource slots upon constructing their Unique Quarter.
- Buganda: Adjusted Nyanza Civic Effect for Modern Buganda to award +1 Happiness and +1 Culture on Quarters adjacent to Rivers or Lakes.
- Meiji Japan: Added +1 Resource slots to the Zaibatsu Unique Quarter.
- Siam: Increased cost of Siam’s Itsaraphab action to be 50% more than the standard Befriend Independent action.
- Siam: Addressed a reported issue where Siam was sometimes not properly unlocked in the Modern Age after unlocking them during the Exploration Age.
Gameplay
AI
- AI will now perform better at completing the Modern Cultural Legacy Path, by gaining Artifacts from Natural Wonders, researching at Museums/Universities, completing Civics, etc. (No more AI explorer stacks of doom!)
- Addressed a reported issue where the AI would sometimes fail to spend all of their points during an Advanced Start setup.
Economy
- Oil Rigs now benefit from Warehouse bonuses granted by the Ironworks and Combustion Tech Masteries.
- City Patron Pantheon effect decreased from +3 to +2 Influence on Altars.
- In-progress Buildings that are instantly granted to the player will now auto-complete.
Diplomacy
- Sanctions can now be used at Neutral Relationship and their cost will decrease as the Relationship gets more hostile.
Crises
- Addressed a reported issue with Revolutions Crisis applying more Unhappiness in Settlements than stated.
Military
- Naval Units can now disperse Independent Powers.
- Refinements made to the Army Unpacking action. Players now have the option to select the Commander hex when choosing an unpack direction. Doing so will unpack the strongest unit in the Commander Unit's hex and arrange any remaining Units on adjacent hexes based on the current facing direction of the Commander. If the player indicates a direction to unpack by selecting an adjacent hex, the strongest Unit will unpack in that direction, with the next strongest Unit unpacking on the Commander hex. Remaining Units will then unpack on adjacent hexes based on the unpack direction.
- Addressed a reported issue with Harassment promotion unintentionally stacking too high.
- Addressed a reported issue with incorrect Bombard strength being used for Garde Imperial and Sepoy Unique Infantry Units.
- Duplicate Aerodrome Commanders should no longer appear when conquering a Settlement in the Modern Age.
- A "ghost" Unit (or multiple Units of any class) can no longer be created when Units are deployed by an AI Commander Unit during normal gameplay.
Natural Wonders
- Added Bermuda Triangle Natural Wonder for all players.
Memento Balance
- We have made many changes to Mementos to make more of them feel like viable choices. Some Mementos were overshadowing Leader and civ abilities and needed to be toned down, while others were not quite impactful enough to take often.
- All-T'oqapu Tunic: Now grants +1 Sight for Scouts adjacent to Mountains (was +3 Sight).
- Altar Set: Now grants +1 Culture from Specialists (was +1 Culture and Gold from Specialists).
- Chalcedony Seal: Now grants +1 Culture and Gold for Unique Buildings and Improvements (old effect: "+3 Culture and Gold for Unique Buildings and Improvements if you have 3 or more Unique Buildings or Improvements").
- Crown of Napoleon: Now grants 200 Gold per Age when a Formal War is declared against you (was 100 Gold per Age).
- Dong Son Drum: Declaring a Formal War against another Civilization grants a Tech Boost (old effect: "Declaring War against another Civilization grants a Celebration").
- Eagle Banner: Now Cities gain +2% Science per Great Work on Display, Max 20% (old effect: "Cities gain 5% bonus Science Efficiency per Great Work they contain, Max 25%").
- Great Imperial Crown: Now grants +2 Science per Age on Towns in Tundra. (old effect: "Cities gain +5% Science per Great Work on Display, Max 25%").
- Imago Mundi: Now grants +2 Sight instead of +1 for Scout's Search and Lookout abilities (was +3 Sight).
- Joyeuse: Now grants +2 Happiness for every Cavalry Unit (old effect: "+2 Happiness per Age for every Cavalry Unit").
- Merchant's Saddle: Now grants +1 Movement for Scouts, Merchants, Settlers, and Explorers (old effect: "+1 Movement and Sight for Scouts, Merchants, and Settlers").
- Padrón Real: Now grants +2 Happiness per Age on Natural Wonders (old effect: "+100% yields on Natural Wonders, if you are working the most Natural Wonder tiles. +2 Combat Strength for Naval Units if you are not").
- Queen's Jewelry: Now grants +2 Gold per Age on Natural Wonders (old effect: "+2 Gold on Natural Wonders").
- Uraeus: Now grants +10% Culture in Cities with at least 1 Wonder (old effect: "+10% Culture if you have the most Wonders. +10% Production towards constructing Wonders if you do not").
Memento Text Updates
- Diamond Throne: +1 Happiness per Age on Quarters during a Celebration. (Previously read: "During a Celebration, +1 Happiness per Quarter per Age.")
- Lotus Blossom: Gain Science and Culture per turn equal to 4% of your Gold income. (Previously read: "+4% of your Gold income as additional Science and Culture.")
- Yata no Kagami: Gain 20 Culture per Age at the start of every Celebration. (Previously read: "+20 Culture per Age at the start of every Celebration.")
UI
Text changes
- Updated Maya's K'uh Nah Unique Building text to state +3 Science instead of +4 Science.
- Updated text for the following to reflect changes received in a previous patch:
- Majapahit - Nusantura Civic: Exploration Age Culture Buildings receive a +1 Culture Adjacency for Coast.
- America - Steel Mill: +6 Production. Gold Adjacency for Resources and Wonders. American Unique Production Building. Ageless.
- Prussia - Ruhr Tier 1 Civic Tree Improvement: All Buildings gain a +1 Production Adjacency for Navigable Rivers.
Notifications
- The "Not enough gold in treasury" message now correctly appears when attempting to purchase an item the player cannot afford.
Alignment & Spacing
- The lines connecting the Tech and Civic trees now align properly with their respective nodes.
Tooltips
- Unit action tooltips now stay within screen boundaries.
General
- The Victory Achieved popup now takes you to the correct Civilopedia page if it is the final milestone, and the correct tab in the victory progress screen otherwise.
- Descriptions for a civ’s Unique Units will no longer mention their Tier when loading into the game.
- Social Policies and Crisis Policies can now be slotted separately when you unlock both on the same turn. This had previously made the screen appear stuck when either table had an empty slot.
- The Plot cursor effect should now be more visible during a Growth Event or when placing a Building.
- Selecting Factory Resources no longer highlights invalid slots.
- A new icon for Natural Wonders in the Continent lens has been added, so it’s easier for players to see where to dig up Modern Age Artifacts.
- Updated and Improved the Leader Attribute Menu.
- Leader portraits now properly update when Relationships change during gameplay.
- Scrollbars now properly respond to mouse wheel input.
- Addressed a reported issue where enabling or disabling lenses would hide Resource icons.
- Addressed a reported issue where Resources were unable to be assigned to their origin City after being unassigned.
Narrative
Narrative Events
- Addressed various reported issues that were occurring on some Narrative Events.
Quests
- Addressed a reported issue where the Great Library III Legacy Path Quest wasn’t completing if an Academy Building was purchased.
- Addressed reported issues with incorrectly displayed quest text.
Loading Screen
- Corrected typos and other loading screen text issues.
Miscellaneous
- Added additional Audio for various UI events, including First Meet diplomatic events.
- The correct citizen character set is now being displayed for Korean Independent Powers.
Platform-Specific
macOS
- Added Direct Mode support for Retina displays.
- Addressed a reported issue where the E hotkey was not functioning.
- Addressed a reported issue where the mouse side buttons couldn’t be assigned.
Linux
- Addressed a reported issue where the mouse side buttons couldn’t be assigned.
Console Update Notes

New Features
- Modern Age Geographic Society Updates:
- Natural History Mastery now grants Explorers +1 Sight and the ability to gain artifacts from Natural Wonders.
- Completing Future Civic now grants +1 Artifact in the Modern Age
- Completing Hegemony Civic now grants +1 Artifact when an Explorer researches Artifacts.
- Explorers have had their cost increased now that Artifacts can be acquired from more sources.
- Explorers can no longer create a new Dig site on top of an existing Dig site.
- The Continents lens has been updated to show Natural Wonders that can provide Artifacts.
- Hegemony has switched places with Militarism and now requires Nationalism and Globalism.
- Increased the number of Artifacts that are spawned on Tiny maps.
- Holy Cities can now be converted. Note that when players create their own Missionary Units, they will always follow the player’s chosen Religion.
- City States will now turn into Friendly Independent Powers on Age Transition instead of disappearing completely and will also now start with more units in Exploration and Modern Ages.
- Completing the final milestone of a Legacy Path no longer adds Age Progress in the Modern Age to ensure you have more time to complete a Victory.
Leaders & Civs
Leaders
- Napoleon, Emperor**: Napoleon, Emperor can no longer reject Sanctions for free.
- Isabella: Addressed an issue that some users reported experiencing where the 300 Gold from discovering a Natural Wonder while playing as Isabella was not being granted.
Civs
- America: America now receives +2 Resource slots upon constructing their Unique Quarter.
- Buganda: Adjusted Nyanza Civic Effect for Modern Buganda to award +1 Happiness and +1 Culture on Quarters adjacent to Rivers or Lakes.
- Meiji Japan: Added +1 Resource slots to the Zaibatsu Unique Quarter.
- Siam: Increased cost of Siam’s Itsaraphab action to be 50% more than the standard Befriend Independent action.
- Siam: Addressed a reported issue where Siam was sometimes not properly unlocked in the Modern Age after unlocking them during the Exploration Age.
Gameplay
AI
- AI will now perform better at completing the Modern Cultural Legacy Path, by gaining Artifacts from Natural Wonders, researching at Museums/Universities, completing Civics, etc. (No more AI explorer stacks of doom!)
- Addressed a reported issue where the AI would sometimes fail to spend all of their points during an Advanced Start setup.
- In Modern, AI will now declare war less often at the start of the age.
- In Modern, AI will now consider Ideology more before Declaring War or offering Peace.
- Other Leaders now have a decreased desire for war if neither party has an Ideology.
- Other Leaders now have an increased desire for war with players of Opposing ideologies.
- Other Leaders now have a decreased desire for Peace with players of opposing Ideologies.
- AI will now offer high-value Cities less often during Peace Deals.
Economy
- Oil Rigs now benefit from Warehouse bonuses granted by the Ironworks and Combustion Tech Masteries.
- City Patron Pantheon effect decreased from +3 to +2 Influence on Altars.
- In-progress Buildings that are instantly granted to the player will now auto-complete.
- Improvements to Rail Networks aimed at increasing the reliability of Settlements connecting to the Rail Network over water by building Ports. This should apply as long as the Capital either has a Port or is connected by rail to a settlement with a Port.
- Addressed an issue that some users reported experiencing where Sea Trade and Rail connections sometimes failed in Settlements where the City Center was not adjacent to the coast.
- Addressed an issue that some users reported experiencing where the Factory was unavailable when a Distant Lands Settlement was connected to a Homelands Settlement in the Modern Age.
- Addressed a reported issue where too many bonuses to Growth where Food needed for the next growth event became negative.
- Towns will now switch their focus back to Growing town automatically if they are no longer eligible for their chosen Focus (for example, if their population decreases) until they are eligible again.
Diplomacy
- Sanctions can now be used at Neutral Relationship and their cost will decrease as the Relationship gets more hostile.
Crises
- Addressed a reported issue with Revolutions Crisis applying more Unhappiness in Settlements than stated.
- Made improvements to the Loyalty Crisis in the Antiquity Age, including giving the ability to purchase Villas in towns during this crisis, giving another way to manage the happiness of your settlements.
Military
- Naval Units can now disperse Independent Powers.
- Refinements made to the Army Unpacking action. Players now have the option to select the Commander hex when choosing an unpack direction. Doing so will unpack the strongest unit in the Commander Unit's hex and arrange any remaining Units on adjacent hexes based on the current facing direction of the Commander. If the player indicates a direction to unpack by selecting an adjacent hex, the strongest Unit will unpack in that direction, with the next strongest Unit unpacking on the Commander hex. Remaining Units will then unpack on adjacent hexes based on the unpack direction.
- Addressed a reported issue with Harassment promotion unintentionally stacking too high.
- Addressed a reported issue with incorrect Bombard strength being used for Garde Imperial and Sepoy Unique Infantry Units.
- Duplicate Aerodrome Commanders should no longer appear when conquering a Settlement in the Modern Age.
- A "ghost" Unit (or multiple Units of any class) can no longer be created when Units are deployed by an AI Commander Unit during normal gameplay.
- Bombers can now deploy Nuclear Weapons when packed into an Aerodrome, Carrier, or Squadron Commander (previously only Heavy Bombers could do so).
- Updated the description of the Produce Nuclear Weapon to reflect this.
- Added an additional Military Advisor notification for when you have produced a Nuclear Weapon but do not have a Bomber.
- Addressed reported inconsistencies with Naval Combat.
- Naval Units will use the correct Combat Strength values when attacking another Naval Unit in all instances.
- Naval Units will properly take reciprocal damage after attacking another Naval Unit.
- Naval Units will more consistently move into the attacked tile after defeating another Naval Unit.
Natural Wonders
- Added Bermuda Triangle Natural Wonder for all players.
- [Crossroads of the World DLC*] Added:
- Machapuchare - Tropical
- Mount Fuji – Grassland
- Vinicunca – Desert
- Vihren – Plains
Memento Balance
- We have made many changes to Mementos to make more of them feel like viable choices. Some Mementos were overshadowing Leader and civ abilities and needed to be toned down, while others were not quite impactful enough to take often.
- All-T'oqapu Tunic: Now grants +1 Sight for Scouts adjacent to Mountains (was +3 Sight).
- Altar Set: Now grants +1 Culture from Specialists (was +1 Culture and Gold from Specialists).
- Chalcedony Seal: Now grants +1 Culture and Gold for Unique Buildings and Improvements (old effect: "+3 Culture and Gold for Unique Buildings and Improvements if you have 3 or more Unique Buildings or Improvements").
- Crown of Napoleon: Now grants 200 Gold per Age when a Formal War is declared against you (was 100 Gold per Age).
- Dong Son Drum: Declaring a Formal War against another Civilization grants a Tech Boost (old effect: "Declaring War against another Civilization grants a Celebration").
- Eagle Banner: Now Cities gain +2% Science per Great Work on Display, Max 20% (old effect: "Cities gain 5% bonus Science Efficiency per Great Work they contain, Max 25%").
- Great Imperial Crown: Now grants +2 Science per Age on Towns in Tundra. (old effect: "Cities gain +5% Science per Great Work on Display, Max 25%").
- Imago Mundi: Now grants +2 Sight instead of +1 for Scout's Search and Lookout abilities (was +3 Sight).
- Joyeuse: Now grants +2 Happiness for every Cavalry Unit (old effect: "+2 Happiness per Age for every Cavalry Unit").
- Merchant's Saddle: Now grants +1 Movement for Scouts, Merchants, Settlers, and Explorers (old effect: "+1 Movement and Sight for Scouts, Merchants, and Settlers").
- Padrón Real: Now grants +2 Happiness per Age on Natural Wonders (old effect: "+100% yields on Natural Wonders, if you are working the most Natural Wonder tiles. +2 Combat Strength for Naval Units if you are not").
- Queen's Jewelry: Now grants +2 Gold per Age on Natural Wonders (old effect: "+2 Gold on Natural Wonders").
- Uraeus: Now grants +10% Culture in Cities with at least 1 Wonder (old effect: "+10% Culture if you have the most Wonders. +10% Production towards constructing Wonders if you do not").
Memento Text Updates
- Diamond Throne: +1 Happiness per Age on Quarters during a Celebration. (Previously read: "During a Celebration, +1 Happiness per Quarter per Age.")
- Lotus Blossom: Gain Science and Culture per turn equal to 4% of your Gold income. (Previously read: "+4% of your Gold income as additional Science and Culture.")
- Yata no Kagami: Gain 20 Culture per Age at the start of every Celebration. (Previously read: "+20 Culture per Age at the start of every Celebration.")
Addressed Issues
- Future Civic is now repeatable in all Ages. The cost of Future Tech and Future Civic will now increase more when repeated.
- Addressed a reported issue with Epic and Marathon game speeds that was causing Ages to be shorter than intended.
- Addressed an issue where some users reported experiencing Specialists being removed from Settlements when confirming the Legacy Cards from Age Transition.
UI
Text changes
- Updated Maya's K'uh Nah Unique Building text to state +3 Science instead of +4 Science.
- Updated text for the following to reflect changes received in a previous patch:
- Majapahit - Nusantura Civic: Exploration Age Culture Buildings receive a +1 Culture Adjacency for Coast.
- America - Steel Mill: +6 Production. Gold Adjacency for Resources and Wonders. American Unique Production Building. Ageless.
- Prussia - Ruhr Tier 1 Civic Tree Improvement: All Buildings gain a +1 Production Adjacency for Navigable Rivers.
Notifications
- Added a notification for when an enemy attacks a player's Unit in single-player.
- The "Not enough gold in treasury" message now correctly appears when attempting to purchase an item the player cannot afford.
- Added a notification for completed Espionage actions, so that you can more easily check the results of their Espionage actions.
- “The game is waiting on you” message in multiplayer will now only appear for the last human player taking their turn.
- The notification menu now opens correctly at the start of the next turn, even if no units were moved.
Alignment & Spacing
- Continued to address alignment issues some users reported when playing in Simplified Chinese. We will continue to make improvements here in future patches
- Addressed some text alignment issues when language is set to Simplified Chinese.
- The lines connecting the Tech and Civic trees now align properly with their respective nodes.
- Improved the alignment of leader names and portraits on the Age Summary, when viewing the Overview screen of the Victories Rankings.
- Improved Image and Font alignment in the City details menu.
- Improved spacing and alignment on the War Declaration screen.
- Improved text alignment in the Global Yields Breakdown.
- Improved image and text alignment on the Progress menu.
- Improved the text alignment for the Description of Continents when using the Continents Lens during Exploration and Modern age.
- Improved the spacing between Civ descriptions, unique Units, and Building icons on the loading screen.
Tooltips
- Unit action tooltips now stay within screen boundaries.
- Addressed a reported issue where advisor recommendation tooltips will appear on non-recommended items.
- Tooltips updated with Wonder icons, descriptions, and status for buildings.
- The Social panel icon now displays tooltips when hovering the mouse cursor over it in the Main Menu.
- Addressed a reported issue where no tooltips for Leader's name would appear when hovering over a non-selected leader when in the pre-game lobby screen.
- Addressed a reported issue where tooltips for a civilization were not appearing properly on the pre-game lobby screen.
- Addressed a reported issue where Tech and Civic Tree tooltip font didn’t scale.
Performance & Resolution
- Various performance improvements.
- Addressed a reported issue where progress bars for Age Progress, Tech, and Civics would present incorrectly at higher resolutions.
- Addressed a reported issue where the Commander Unit Panel would run off screen at 1024 x 768 in Windowed mode.
- Addressed a reported issue where hotkeys were inactive when the chat window was open in multiplayer.
- Corrected inconsistent controls when in the technology tree menu.
- The Scientific Attribute tree now displays correctly in 720p resolution without being cut off.
- Graphics Profile options now display correctly when changing settings in the Options menu, instead of always showing ‘High’.
General
- The Victory Achieved popup now takes you to the correct Civilopedia page if it is the final milestone, and the correct tab in the victory progress screen otherwise.
- Descriptions for a civ’s Unique Units will no longer mention their Tier when loading into the game.
- Social Policies and Crisis Policies can now be slotted separately when you unlock both on the same turn. This had previously made the screen appear stuck when either table had an empty slot.
- The Plot cursor effect should now be more visible during a Growth Event or when placing a Building.
- Selecting Factory Resources no longer highlights invalid slots.
- A new icon for Natural Wonders in the Continent lens has been added, so it’s easier for players to see where to dig up Modern Age Artifacts.
- Updated and Improved the Leader Attribute Menu.
- Leader portraits now properly update when Relationships change during gameplay.
- Scrollbars now properly respond to mouse wheel input.
- Leader portraits now properly display in the My Progress menu.
- Scrollbars now properly respond to mouse wheel input.
- Addressed a reported issue where enabling or disabling lenses would hide Resource icons.
- Addressed a reported issue where Resources were unable to be assigned to their origin City after being unassigned.
- The current player's religion is now displayed first in the belief picker tabs.
- Replaced the Simplified Chinese font with the font used in Civilization VI while we work on additional improvements for future patches.
- Addressed a reported issue where the Settlement menu fails to open when clicking on a non-player's Settlement Banner in gameplay.
- Addressed a reported issue where some text was cut off on the Global Yields Breakdown screen.
- City projects no longer appear to be purchasable.
- Addressed an issue some users reported experiencing where a District’s health bar would remain on-screen after being fully healed.
- Addressed an issue some users reported experiencing where the background color remained the default color when the user changed it in the Player Customize tab.
- Addressed a reported issue where yield icons would fail to update in the City production list when upgrading a Town to a City.
- Addressed various memory leaks in various UI elements.
- Added resource yields on tiles that do not produce yields.
- Addressed a reported issue on Age Transition where available civs would not fill horizontally across the screen when playing in Windowed mode.
- In-game time now correctly matches system time instead of always displaying in UTC.
- The pre-options menu now properly returns to the previous selection if a player selects the wrong option during gameplay.
- Addressed a reported issue with the attribute menu displaying incorrect artwork when viewed during gameplay.
- Peace Deals now correctly display the intended leader icon and name.
- Selected Legacy cards now correctly appear in the Advanced Start menu during gameplay.
- The Dawn of Man tutorial no longer closes automatically after exiting the Welcome to Civilization fullscreen tutorial.
- The entire Science tab is now clickable when navigating between Age Progress and Victory tabs.
- Disabled content no longer automatically re-enables when restarting the game after being disabled.
- The Diplomatic menu no longer closes automatically when selecting a leader portrait after choosing a Diplomatic Action.
- The option to revisit the guide no longer appears during the FTUE slideshow when Tutorials are enabled in Antiquity gameplay.
- The cursor no longer displays as a forbidden icon in the Your Progress menu after reconnecting to the network at the Main Menu.
- The "Journal" Quest no longer switches to a "Legacy Path" quest when opening the "Leader Screen" or "Diplomatic Action" menus during gameplay.
- Added the description text for 'Gunpowder Empire' when viewing the thumbnail in the civic menu and tree.
- The Range prompt now correctly appears when launching the Carpet Bomb ability in the Aerodrome Commander's action panel.
- Addressed a reported issue where the aerial reconnaissance ability had unlimited range.
- Users can no longer choose Reliquary Beliefs for other leaders while researching the Reformation Civic if they haven't selected Reliquary Belief during the Exploration Age.
- Removed a redundant 'Confirm' button appearing when viewing the Promotion tree loading menu during Gameplay.
- Addressed a reported issue where leaders would remain on the screen if two wonders are built on the same turn.
- The Diplomacy ribbon now correctly appears after accepting Military Aid from an AI leader during gameplay.
- The Rankings screen can now be toggled with shortcut keys.
- Removed an unneeded red dot when no policy slot is available.
- The Religion UI button and information panel now correctly appear during Modern Age gameplay.
- Addressed a reported issue where Encampments are missing the White Dotted/Dashed Hex Borders UI after reloading save data.
- Addressed a reported issue on the Keyboard + Mouse hotkey menu where the hotkey description text would stop appearing after changing the resolution.
- The Crisis Page now correctly labels policies as "Your Crisis Policies"
- Addressed a reported issue where the text-to-speech hotkey fails to function when used on a checkbox or slider in various menus.
- Addressed a reported issue where the Narrator fails to have function when hovering the cursor on some items in the Your Progress menu.
- Shawnee is now listed with the Exploration Age civilizations when viewing the Player Unlocks menu.
- Addressed a reported issue where Shawnee’s unlock notification fails to display when befriending two City-States during Antiquity gameplay.
- Addressed a reported issue where The Independent power characters remain on the screen after opening and closing the diplomacy menu several times.
- Addressed an issue that some players reported experiencing where the Unique Quarter description appears cut off when viewing in the Building Breakdown screen.
- Addressed an issue that some players reported experiencing where unlocalized text appeared when viewing the "Nuclear Weapons Available" warning pop-up in Modern Age.
- Improvements to the Age Transition Spend Points screen.
- Improved the performance of the City Details screen when viewing a large City.
- Improved Progress Bar information consistency (HUD Progress wheels go the right way now).
- The Esc key can be used to back out of the Independent Power screen.
- Added Building icons to the plot tooltip with their status. Added Wonder icons to the plot tooltip with the gameplay effect. Made resource icons larger on improved tiles, and smaller on unimproved tiles. "Thank you for the inspiration Sukritact!"
- Addressed an issue some users reported experiencing where yield icons failed to populate on the 'now available' Buildings when converting a Town to City.
- The correct citizen character set is now being displayed for Korean Independent Powers.
Narrative
Narrative Events
- Addressed various issues that were occurring on some Narrative Events.
Quests
- Addressed a reported issue where the Great Library III Legacy Path Quest wasn’t completing if an academy was purchased.
- Addressed reported issues with incorrectly displayed quest text.
Loading Screen
- Corrected typos and other loading screen text issues.
Miscellaneous
- Added additional Audio for various UI events, including First Meet diplomatic events.
- The correct citizen character set is now being displayed for Korean Independent Powers.
- Addressed a reported issue where the name of the Maintenance Yield name audio does not play when the user hovers over the text for yields with narration enabled.
- Addressed a reported issue where the background flashes when the user switches the submenus in Age Progress.
Platform-Specific
General Console
- Addressed a reported issue where the input prompt to loop between Units stacked on a tile was appearing at the wrong place.
- Addressed a reported issue where it was possible to convert a Town to City without having enough gold.
- Addressed reported issues with incorrect input prompts appearing.
- Addressed reported issues with controller focus.
- Addressed a reported issue where platform friends couldn’t be added as 2K Account friends.
- Addressed a reported issue where some multiplayer invites were not received in game.
- Addressed a reported issue where cross-platform lobbies and cross-play saves were not available on first title launch.
- Addressed a reported issue where the tooltips for items on the Tech and Civic Unlocked pop-ups were inaccessible on controller.
- Addressed a reported issue where the Heroic Assault ability could be used without a target on controller.
- Addressed a reported issue where the Great Banker unit could teleport into FOW tiles when using a controller.
- Addressed a reported issue where the confirm button would appear offset from the tile highlight.
- Addressed a reported issue where diplomacy scenes would fail to exit completely when backing out of them using a controller.
- Addressed a reported issue where menus would automatically scroll when the user switches to another tab while scrolling.
- Addressed a reported issue where the player could not navigate through the Civilopedia search results with a controller.
- Addressed a reported issue where the Research/Excavate tooltip was not visible when playing with a controller.
- Addressed a reported issue where the game was blocked after triggering the lenses in some specific setup on Xbox & PlayStation.
- Addressed a reported issue where autosaves were not created after hitting a certain limit on Xbox & PlayStation.
PlayStation
- Addressed a reported issue where players joining a private lobby through join code where not reported as in a multiplayer game
Xbox
- Addressed a reported issue where the Attributes sections names were on two lines
- Addressed a reported issue where players were not moved to the lobby when rejoining a game.
- Addressed a reported issue where autosaves were not created after hitting a certain limit.
- Addressed a reported issue where customization items from purchased DLC could appear as locked until a new game is launched.
Switch
- Addressed a reported issue for Switch players experiencing instability when trying to join an unsupported map size lobby.
- Addressed a reported issue where a player could appear twice in the friends list.
CONTENT COLLECTION

Crossroads of the World Collection* - DLC 1-3
Civilization VII's Content Collections offer additional paid content to expand on the game's foundation and open up new strategic possibilities for building your empire!
Each of these bundles will include six distinct packs of paid content, including new leaders, civilizations, Wonders, and cosmetic bonuses. Buying a Content Collection gets you all six included packs, which will be deployed at different scheduled times according to our content roadmap.
The first half of the Crossroads of the World Collection, our first Content Collection following the launch of Civ VII, goes live as part of Update 1.1.0. Players who own the Crossroads of the World Collection (which comes included for owners of the Deluxe Edition and Founders Edition, and is available for separate purchase for Standard Edition owners) will automatically have access to the new leader Ada Lovelace, new civs Great Britain (Modern Age) and Carthage (Antiquity Age), and four new Natural Wonders to discover! We also want to reiterate that you can play multiplayer matches with other players whether or not you own any of the same DLC leaders or civilizations.
Leaders
[Crossroads of the World DLC*] Added new leader Ada Lovelace.
From childhood, Ada Lovelace inspected the world through a scientist’s eyes. Forging a path between intellectualism and imagination, she applied her mathematical mind to the nineteenth century’s most cutting-edge experiments. Working with mechanical computers, which made calculations using gears and punch cards, she designed the first computer program, establishing the field of computing over a century before technology caught up to her vision.
- Attributes: Scientific, Cultural
- Unique Ability: Enchantress of Number: Cities receive increased Science per Age when you complete a Civic Mastery. This resets at the start of each Age. Gain Culture equal to a percentage of your total Science per turn when you complete a Technology Mastery.
- Agenda: Analytical Engine: Increase Relationship by a Small Amount for having the most Masteries. Decrease Relationship by a Small Amount for the leader with the least Masteries.
Civilizations

[Crossroads of the World DLC*] Added a new Modern Age civilization Great Britain.
The sun never set on Great Britain’s vast empire. Its territories spread across all continents, funneling raw materials from colonial holdings to the factories of the metropole. Foreign policy was conducted through economic strategy, extensive diplomacy, and threat of war. The British navy dominated the seas, while at home, society found a new order amid the explosion of industry. Under Pax Britannica, the world followed Britain’s lead.
- Attributes: Economic, Expansionist
- Unique Ability: Workshop of the World: Buildings are a set percentage cheaper to produce or purchase. Converting Towns into Cities costs a set percentage more.
- Unique Civilian Unit: Antiquarian (Unique Explorer Unit)
- Unique Military Unit: Revenge (Unique Naval Unit)
- Associated Wonder: Battersea Power Station

[Crossroads of the World DLC*] Added new Antiquity Age civilization Carthage.
From humble colony to economic hegemony, Carthage rose from the shores of North Africa to dominate the Mediterranean Sea. Its sleek ships ferried goods and riches all over the known world, while at home, the city of Carthage was famed for its master craftsmen and deep agricultural knowledge. Competition with first Greece, then Rome, honed renowned generals and a powerful navy. But war was Carthage’s undoing, and the city was destroyed in 146 BCE.
- Attributes: Militaristic, Economic
- Unique Ability: Phoenician Heritage: Can only have one City. Towns cannot use Convert to City. When you create a Merchant or Colonist Unit, gain a copy of that Unit.
- Unique Civilian Unit: Colonist (Unique Settler Unit)
- Unique Military Unit: Numidian (Unique Cavalry Unit)
- Associated Wonder: Byrsa
Natural Wonders
[Crossroads of the World DLC*] Added four new Natural Wonders:
- Machapuchare - Tropical
- Mount Fuji – Grassland
- Vinicunca – Desert
- Vihren – Plains
Visit the Civilization VII Crossroads of the World Collection page to stay up to date on the latest Content Collection details and roadmaps!
*Crossroads of the World Collection is included in the Deluxe and Founders Editions of Civilization VII. It is also available for separate purchase (base game required). Contains 6 DLCs, all of which will be available on or by March 2025 (subject to change). Each DLC will be delivered automatically in-game on release. Terms apply.
**Napoleon, Emperor leader persona requires an internet connection, and a 2K Account linked to the platform account used to play Sid Meier's Civilization VII. 2K Accounts are free. One per 2K Account. Reward will be automatically delivered in-game. Void where prohibited. Terms apply. See the Civilization VII 2K Account Benefits page for full details.
1.0.1 Patch 3 - February 12, 2025

Hello Civ fans,
Today’s 1.0.1 Patch 3 for PC focuses on addressing key areas of player-reported issues that we can act on most quickly.
We're still actively working on a development roadmap outlining more major updates to the game, including improvements to the UI and other critical areas. Our goal is to share this roadmap in the coming weeks; we appreciate your patience as we determine what we can deliver in the near future.
As always, we greatly appreciate your feedback, so please keep sharing your thoughts on the Steam Discussion forums or our official Civilization Discord Server.
Stability
Windows PC/Mac/Linux/Steam Deck
General Stability Improvements and fixes.
Gameplay
Windows PC/Mac/Linux/Steam Deck
- Bombers can now deploy Nuclear Weapons when packed into an Aerodrome, Carrier, or Squadron Commander (previously only Heavy Bombers could do so).
- Addressed an issue where some users reported experiencing Specialists being removed from Settlements when confirming the Legacy Cards from Age Transition.
- Addressed an issue that some users reported experiencing where the 300 Gold from discovering a Natural Wonder while playing as Isabella was not being granted.
- Addressed an issue that some users reported experiencing where the Factory was unavailable when a Distant Lands Settlement was connected to a Homelands Settlement in the Modern Age.
- Addressed an issue that some users reported experiencing where Sea Trade and Rail connections sometimes failed in Settlements where the City Center was not adjacent to the coast.
UI
Windows PC/Mac/Linux/Steam Deck
- Continued to address alignment issues some users reported when playing in Simplified Chinese. We will continue to make improvements here in future patches.
- Improved Font Scaling in the Civilization and Tech Tree screens.
- Improved Image and Font alignment in the City details menu.
- Improved spacing and alignment on the War Declaration screen.
- Addressed an issue that some players reported experiencing with navigating the Civilopedia search results with a controller.
- Addressed an issue that some players reported experiencing where the Unique Quarter description appears cut off when viewing in Building Breakdown screen.
- Addressed an issue that some players reported experiencing where unlocalized text appeared when viewing the "Nuclear Weapons Available" warning pop-up in Modern Age.
- Improvements to the Age Transition Spend Points screen.
- Added a notification for when an enemy attacks a player's Unit in single-player.
- Improved the performance of City Details screen when viewing a large City.
- Improved Progress Bar information consistency (HUD Progress wheels go the right way now).
- The Esc key can be used to back out of the Independent Power screen.
- Added Building icons to the plot tooltip with their status. Added Wonder icons to the plot tooltip with the gameplay effect. Made resource icons larger on improved tiles, and smaller on unimproved tiles. "Thank you for the inspiration Sukritact!"
Miscellaneous
Windows PC/Mac/Linux/Steam Deck
- The correct citizen character set is now being displayed for Korean Independent Powers.
1.0.1 Patch 2 - February 10, 2025

Hello Civ fans,
First off, a big thank you to all of the players that have reached out to us with bugs, comments, and suggestions during the Advanced Access period for Civilization VII. We are reading and collecting all of your feedback, and will continue to do so as we roll out improvements going forward.
Today’s 1.0.1 Patch 2 for PC addresses some player feedback received during Advanced Access and is the first in a series of upcoming patches intended to do so. Stay tuned for larger, more substantive updates to come in the future.
Please continue to send us your feedback on the Steam Discussion forums or our official Civilization Discord Server.
Patch notes
Gameplay
Windows PC/Mac/Linux/Steam Deck
- Addressed an issue some users reported experiencing that caused Ages in Epic and Marathon speed games to be shorter than intended.
- City States will now turn into Friendly Independent Powers on Age Transition instead of disappearing completely. They will also now start with more units in Exploration and Modern Ages.
- Addressed an issue some users reported experiencing for inconsistencies with Naval Combat.
- Naval Units will use the correct Combat Strength values when attacking another Naval Unit in all instances.
- Naval Units will properly take reciprocal damage after attacking another Naval Unit.
- Naval Units will more consistently move into the attacked tile after defeating another Naval Unit.
- Completing the final milestone of a Legacy Path no longer adds Age Progress in the Modern Age to ensure you have more time to complete a Victory.
- Towns will now switch their focus back to Growing town automatically if they are no longer eligible for their chosen Focus (for example, if their population decreases) until they are eligible again.
- Future Civic is now repeatable in all Ages. The cost of Future Tech and Future Civic will now increase more when repeated.
- Addressed an issue some users reported experiencing after too many bonuses to Growth where Food needed for the next Growth Event became negative.
- Improvements to Rail Networks aimed at increasing the reliability of Settlements connecting to the Rail Network over water by building Ports. This should apply as long as the Capital either has a Port or is connected by rail to a settlement with a Port.
- Made improvements to the Loyalty Crisis in the Antiquity Age, including giving the ability to purchase Villas in towns during this crisis, giving another way to manage the happiness of your settlements.
- A note about cross-play multiplayer: To expedite updates to the PC experience, we will sometimes deploy patches to PC at a different cadence than we do on consoles - including today's Patch 1.0.1. As a result, cross-play between PC players and console players is temporarily disabled. This will have no impact on console players attempting cross-platform play with other console players, nor on PC-to-PC multiplayer.
AI
Windows PC/Mac/Linux/Steam Deck
- AI will now offer high-value Cities less often during Peace Deals.
- In Modern, AI will now declare war less often at the start of the age.
- In Modern, AI will now consider Ideology more before Declaring War or offering Peace.
- Other Leaders now have a decreased desire for war if neither party has an Ideology.
- Other Leaders now have an increased desire for war with players of opposing Ideologies.
- Other Leaders now have a decreased desire for peace with players of opposing Ideologies.
Camera
Windows PC/Mac/Linux/Steam Deck
- Addressed an issue some users reported experiencing on native-resolutions where the camera would focus on the lower end of the map when clicking on the minimap.
UI
Windows PC/Mac/Linux/Steam Deck
- Replaced the Simplified Chinese font with the font used in Civilization VI while we work on additional improvements for future patches.
- Addressed an issue some users reported experiencing where the Settlement menu failed to open when clicking on a non-player's Settlement Banner in gameplay.
- Addressed an issue some users reported experiencing where yield icons failed to populate on the 'now available' Buildings when converting a Town to City.
- Addressed an issue some users reported experiencing where some text was cut off on the Global Yields Breakdown screen.
- Added a notification for completed Espionage actions, so that you can more easily check the results of their Espionage actions.
- City projects no longer appear to be purchasable.
- Your current religion is now displayed first in the belief picker tabs.
- Addressed an issue some users reported experiencing where a District’s health bar would remain on-screen after being fully healed.
- Addressed an issue some users reported experiencing where Leaders failed to have a portrait when the Relationship has changed during gameplay.
- Improved the alignment of leader names and portraits on the Age Summary, when viewing the Overview screen of the Victories Rankings.
- Addressed an issue some users reported experiencing where the background color remained the default color when the user changed it in the Player Customize tab.
- Improved the spacing between Civ descriptions, unique Units, and Building icons on the loading screen.
1.0.1 Patch 1 - February 7, 2025

Today we're pushing out a small patch to address some immediate Advanced Access game issues. We are reading and collecting all of your player feedback, and while we'll have more to share on future patches at a later time, you can read our recent post to learn more about what we're prioritizing for the game in the meantime.
Today's patch is a focused set of fixes we had the ability to quickly and confidently ship. Please continue to send us your feedback on the Steam Discussion forums or our official Civilization Discord Server.
Patch notes
- General game stability improvements, including regional game crashes
- Fixed a bug for players on Mac that were experiencing Mac system sounds whenever keypresses were made in game
Patch 1.0.1 - February 5, 2025

Greetings, Civ fans! It's an exciting day for the studio as early access for Sid Meier's Civilization VII has finally begun! The team at Firaxis has been hard at work not just getting the game ready for launch, but reacting to some of the things we've already seen you share in response to previews and reviews of the game.
That's why we're excited to share details about Patch 1.0.1, our first official update for Civilization VII! This patch introduces several fixes, adjustments, and changes that apply to a really wide part of the game, including some key community asks such as an improved minimap, quality-of-life features like new entries to the Civilopedia, and more! You can learn a bit more about how we're generally thinking of post-launch updates in Dev Diary #8.
As always, we welcome any feedback and comments! Read on below for the full patch notes:
General
All Platforms
- Moving onto a Bridge no longer ends a Unit's movement
- Removed -2 Happiness "Social Policy Lost" penalty when changing Social Policies during Celebrations
- Ports can now be built on Navigable Rivers
- Updated growth thresholds to ensure they never decrease
- Tiles impacted by nuclear fallout no longer produce Yields
- Town upgrade costs now scale with game speed for better pacing
- Relationships can no longer reach Helpful while at war with another Leader
AI
All Platforms
- AI now prioritizes pillaging any available tiles before attacking a Settlement's center
- AI leaders now accept and reject Peace Deals more appropriately
- Commander Orders and Group attacks now behave more consistently
- Improved AI navy ability to target plots on shore
- Improved AI ability to use Migrant Units if space is available
UI
All Platforms
Updated minimap to show tile ownership by player
- Added new information to the City Details screen that shows where a Town is sending its food and what Town a City is receiving food from
- Added Auto Unit Cycle option to toggle on/off when a Unit has remaining movement
- Added custom Religion naming
- Policy screen now shows how many free slots are available
Narrative System
All Platforms
- Reward description clarified on multiple Discovery Events
- All Legacy Paths Civilopedia pages have been added to the Ages tab
- Added Civilopedia entries for Ocean Exploration, Railroads, Specialists, Amphibious, Embark, Fortify, and Intercept
System Adjustments & Performance
Windows PC
- Improvements to leader lighting and shadows on high-end graphics settings
- Upscaling settings are now automatically configured based on PC hardware
All Platforms
- Addressed a number of crash issues reported by some users
Audio & Visual
All Platforms
- Road creation and connection logic updated to ensure consistent connections for better-looking roads and railroads
- Railroad assets now appear on Rural and Improved tiles
- Added text-to-speech narration
- Fixed missing VFX across various Units
- Updated VFX triggers on Volcanos
- Updated VFX for Rivers
- Updated color of Plague VFX from green to yellow
- Adjusted timing on some leader VO
- Fixed missing sounds across various Units
- Fixed missing sounds across the Independent Powers screen
- Fixed missing sounds across various UI
- Fixed audio timing loops for certain Wonders
- Updated audio for certain quotes to play with correct VO
Miscellaneous
All Platforms
- Premium items obtained from the Deluxe Edition and Founders Edition can be toggled on/off