summary
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The latest update for Civ 7 includes a bonus patch with new Pangea Plus map types and leader balance changes.
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Fans have expressed concern about upcoming DLC pricing, but the developers are working on it.
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More content is planned for the next major update in June, including new map support, religious beliefs and UI improvements.
The latest update for Civilization 7 is currently available on all platforms, a “bonus” update ahead of the major patches planned for June. Console gamers consider this to be Civilization 7 Update 1.000.010. PS5, Xbox Series X} and version 1.08 are 1.08 for those who are still playing in the final generation.
Even if this is a bonus patch, it will bring new Pangea and map types, bug fixes, and even changes to the leader balance.
Civilization7’s May Update brings new content and balance changes
The complete patch notes are available below thanks to Firaxis.
New features
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Pangea Plus Map Type
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New map type added: Pangea Plus. This map type features a single large central land, starting by all citizens. The surrounding islands are far away for all players and homes that value resources from the exploration era.
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Multiplayer player limit increased
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Increased the maximum number of human players on all maps of ancient and exploration. The maximum number of players of these ages coincides with modern numbers. The maximum number of human players in Ancient and Exploration is now (Tiny: 4; Small: 6; Standard: 8). *.
- Development Notes: Players who are not suited to their hometowns can instead be born in distant lands and proceed to the Legacy Pass of Ancient and Exploration. Their progress is currently being tracked on the Legacy Pass screen.
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Leader and Siving
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leader
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Friedrich, diagonal
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Now you’ve acquired infantry units every time you complete your skills mastery or build a science building as well as building.
- Development Notes: Friedrich is one of our leaders who reward you by pursuing specific gameplay goals and wanted to make sure the rewards are so important that they feel worth it. Now your scientific focus will help you divide your army to protect your scholar’s empire.
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Friedrich, Baroque
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Every time they completed their civil mastery or built a cultural building, not just a building, they acquired infantry forces.
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+1 culture has been added to the incredible works displayed for each age.
- Development Notes: We continued to reflect both Friedrich’s capabilities, but without the support of the commander, this Friedrich persona was a little behind. I was able to add a little culture here to keep both versions at power.
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Hat Shept
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Instead of +1 culture per imported resource, we’ve added +1 culture per age for each unique resource you have.
- Development Notes: Hatsheput struggled to use her unique abilities outside of ancient times, especially as modern warfare heavy gameplay made it difficult to maintain trade routes. With these changes, we want to continue to encourage trade to acquire all kinds of resources, but leave multiple passes to leverage our capabilities.
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Himiko, Hishaman
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Added +2 happiness per age, affecting the building.
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+50% production added to the construction of happiness and influence.
- Development Notes: Himiko’s happiness bonus was strong, but a little narrow. We felt that expanding her kit to include bonuses in influential buildings would be a good boost without losing her identity.
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Jose Rizal
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Rewards from story events will give you 20 cultures, 20 gold and 20 influences per age.
- Development Notes: Impact is a strong yield, so be aware of the methods available. But it was a good opportunity to acknowledge this diplomatic leader directly when he was looking for a buff.
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Pachakti
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The city is currently earning a bonus on production equivalent to 10% of the city’s food.
- Development Notes:Pachacuti is a good benchmark for those who want to be a leader focused on strong foods. He was lagging behind due to changes in the food curve and the general balance we made. This adjustment is a big power boost and we’ll be focusing on Pachacuti in future updates of the required adjustments.
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xerxes, achaemenid
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Added a +10 trading range.
- Development Notes: The Xerxes’ trade focus works well, but considering the placement of settlements to ensure trade connectivity and good yields was more chore than an interesting choice. The extra range gives Xerxes a little more flexibility to exploit his “Silk Road” unique abilities.
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Friedrich, diagonal
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Civilians
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(Intersection of the World DLC) Bulgaria
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Commander Tarkan allows units to plunder one movement, not in motion.
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Exchanged the effects of the unique abilities of the Krum dynasty. When age transitions, you now inherit the new “false hideout” tradition of granting food.
- Development Notes: It was fun to bring out very fast wins for strategic players in this modern tradition, but it was not intended to be action. This change allows Bulgaria to explore and shine through the present day without doing any trivial things.
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(Intersection of the world DLC) UK
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With Excavate Artifact Action, we have increased the culture offered by the Antiquarian Unique Explorer Unit from +5 to +20 for all tiles in the capital.
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Financial Center offers +2 gold and +2 science for each connected settlement, not just gold.
- Development Notes: The UK had a very focus on production and gold, but lagged behind other yields, so we injected a bit of science and culture as a treat.
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Khmer
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In addition to passive immunity to floods from Mousong Civic, the village with its unique Baray buildings also gains immunity to flood damage.
- Development Notes: This change was made so that immunity to river damage remains after age transition. Make sure to build your baray!
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Majapahit
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Pura Unique Quarter offers empire-wide discounts to upgrade towns into cities.
- Development Notes: Majapahit’s unique quarter was one of the few that didn’t have the passive effect you held at the next age. Added an effect to Norman Donjon for the same reason.
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Normans
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Dongjong Unique Quarter offers a +10% production bonus for training of cavalry units in that city.
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Inka
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The unique improvements to Terrace Farm have been redesigned. It currently offers a base +4 hood and offers a +1 gold adjacency bonus to adjacent buildings. Mountain tiles are no longer needed and can be built on rough terrain with no functions or rivers.
- Development Notes: Requiring nearby mountains reflected historical reality, but it frequently got in the way of gameplay. We considered buffing the terrace farm as extremely strong to compensate for the placement limits, but instead allowed us to play more frequently with unique options for citizens.
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Russia
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Prosveshchenie’s unique ability has been changed to provide +1 culture and +1 science to the district, doubled with Tundra.
- Development Notes: We wanted to double the rewarding players by prioritizing tundra tiles when they settle down.
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Obshchina unique improvements provide +2 culture at Tundra, and +2 foods available on all farms in this settlement.
- Development Notes: This was a change made to aid ease of use. Modern settlements often have limited rural space, and it can be frustrating to try to lower improvements while considering which improvements were adjacent.
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Addressed a reported issue regarding Obshchina unique improvements, where cultural benefits were incorrectly stacked when multiple were built on the same settlement.
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Songhai
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The initial explanation of Songhai’s capabilities highlights the ability to produce treasure fleets in their homeland along with the Kanta Civic. The value of these treasure fleets increased from 1 point to 2 points.
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The Tajiro Unique Unit has been cheaper production due to slow cost scaling.
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New Unique Ability: Songhai earns +3 Gold for each active trade route.
- Development Notes: Like Mongolia, Songhai is one of our citizens who have another path to completion of the legacy pass. We wanted to make sure it was as clear as Mongolia. Additionally, Songhai’s gold gameplay was strong when it worked, but there was a chance that flounder could bump into it on a bad start. I buffed that trade gameplay to raise the floor of this Civic.
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(Intersection of the World DLC) Bulgaria
Gameplay
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ai
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Addressed a reported issue where AI does not use great bankers to achieve modern economic victory under some circumstances.
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AI has become more thoughtful when placing unique accommodations.
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AI now does less damage than deep ocean tile players when playing high difficulty games.
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Addressed a reported issue in which AI ignored enemy forces outside of reconciliation during the war and launched an attack on enemy reconciliation.
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The AI commander’s path has been improved and more adaptable.
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AI now only provides peace to human players on the team.
- Development Notes: When AI is in a human team, AI cannot provide peace to others, but can accept peace deals and accept peace of human teams.
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When AI leaders have remote units in the city centre of a village, they will no longer fail to attack targetable enemies immediately.
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Diplomacy
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The impact cost of taxable unit actions is now equal to the cost of production.
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After the alliance was accepted, rejected or lost, the open boundary was lost.
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The player’s influence used was appropriately applied to the war support amount of AI Ally.
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Multiplayer relationships no longer reset from previous age when they commit to age transitions while playing with a team.
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The strengthened district was properly damaged or destroyed when the “open gate” spy activity was completed during the investigation gameplay.
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environment
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Addressed a reported issue that a building of previous age had been deleted when restoring a building of current age in the same district.
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Currently, volcanoes spawn in the tundra, making them less likely to be adjacent to each other.
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In the standard starting position map, the spacing was fixed so that there were two tile oceans in both the Arctic and Antarctic.
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economy
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Missionary units will properly acquire additional production when trained in cities with “incense” resources.
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Reef or Resaw style fishing boats will properly receive a +1 happiness bonus when playing as Hawaii.
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Wine gives capital a proper happiness bonus when resources improve.
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Independent power
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The bonuses for Mensarii, Gbara and Kolkhoz City-State are currently giving money to the settlement only one bridge.
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Distant Land Syving is no longer an effective target for the instigation abilities of independents.
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Independent authority no longer displays negative impact costs when trying to become friends.
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When Grow City/Grow Town Action is activated, distributed independents no longer hold white dotted tiles in the UI.
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The overlapping independent powers no longer appear.
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- others
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Added a tutorial for unlocking Legend in the Attributes menu.
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The purchase menu has been unlocked, but at the time it is too expensive.
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When giving birth to immigration forces, there is currently a tutorial and civilian editorial information.
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Prevents framerate dips from occurring when moving the cursor across a series of plots or hovering over a city.
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Military
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Secondary unit combat strength effects from all resources have been removed.
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Developer Note: An additional bonus for a particular unit type is to create unit types like infantry in most situations. We have looked at other ways to distinguish between unit types so that each has a situation where it shines.
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When cities other than the capital reached a population of 10 in ancient times, the Chef Fu units can be trained.
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Trade caravans and ships are no longer harmed by the epidemic as they pass through the plague rites that are plagued by trade caravans and ships.
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Addressed a reported issue in which the units were unable to gain combat strength when players were adjacent to enemy combat troops after unlocking wartime manufacturing.
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The hexagon surrounded by the target commander is no longer revealed when the player activates military invasion actions.
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Army Commander Units do not double their XP when using their attack capabilities.
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Squadron Commander units respawned in Aerodrome when they were defeated by enemy units.
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Several units are no longer available to commanders of opposing civilizations, such as Jacobin’s “Louis Antoine des Saint-Just” (French Empire). shìdàfū “Huo Qubing” (Han China); amurat “senanurak” (siam); all Revolucionario units (Mexico).
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The destructive penalty no longer gives you free war support, instead simply doubles the normal impact penalty from the rest of your age conquest.
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Navy units are soothed when they rest on modern neutral coastal tiles.
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Enemy naval units in urban areas of players’ navigable rivers are now attacked by melee units.
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When an Army Commander orders a unit to focus on an adversary unit, the moving points of units within the area they embark will no longer be consumed.
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religion
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Changed excellent work behavior, instead of automatically unlocking slot reductions, it was automatically unlocked.
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Ui
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Alignment and spacing
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The next/previous arrows in City View were properly aligned rather than being pushed down when looking at reconciliation in anxiety.
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War Support Bar no longer overlaps with the UI with more than +28 war support.
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The health UI of the deleted settlement district is strangely present.
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The resume and restart buttons are now aligned when viewed in the pause menu in 4K resolution.
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Unit flags no longer hide towns and independent power banners.
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The growth meter for Suzerain City banners is now properly aligned with UI banners for towns and cities.
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I’ve re-adjusted the red “X” button in the Mementos menu to make it more visible.
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Button tips are no longer visible side-by-side when the tutorial pops up in an awareness window in education.
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The conquered city icon is currently attached to the city’s name and does not float in the free space.
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Addressed a reported issue.
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Civilopedia
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Added star entry for Civilopedia.
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An anxiety mechanic entry for Civilopedia has been added.
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Now displays the tier level of a unit between sections for upgrading unique units.
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The shìdàfū “laozi” and “Ban Zhao” Units have added explanations that lost their explanation for their unique capabilities in Civilopedia in ancient times.
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Civilopedia includes the unlocking of the appropriate Civic Trees for the Holy Clergy.
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Controller specific
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Issues have been reported regarding inconsistencies or missing UI elements, such as the AI reader icon in the Ally War Support menu, as well as various incorrect or non-functional buttons throughout the menu.
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Addressed a reported issue where tooltips were missing after cancelling urban placement.
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Technology and Civic Icons investigated locked options in ancient times to address reported issues that were not visible when enabling and viewing tutorials.
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Scroll Bar and cursor no longer lose functionality when searching for entries currently displayed in Civilopedia.
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Addressed a reported issue where government menus automatically scroll after switching tabs.
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Addressed a reported issue where vertical cursor movement was prevented in the Great Works menu.
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The scrollbar in the Rankings tab of the Age Progress menu now works when opened via notifications.
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Addressed a reported issue where the camera controls lost features when enabling the Continent Lens filter.
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General
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Open the (Relationship) tab of the leader portrait relationship status icon diplomacy menu for the relationships status icon.
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Improved graphic fidelity for some UI elements in the menu.
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The “Unit has movement” icon has been updated.
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Happiness status icon is no longer missing when viewing AI city banners.
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When placing a building, the wall icon does not take slots on the map.
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The promotion menu will no longer highlight lines to locked promotions.
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Addressed a reported issue that lasted on-screen on-screen when resolving commander selection.
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The icon of religion under the reconciliation banner no longer remains red when the player fully reconciles with the religion during exploration gameplay.
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I added column names (such as “action”, “primary key”, “secondary key”) to KeyBind and configured the menu with accessibility options.
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Once the player places the building down and quickly exits the production list, the payment banner will no longer disappear.
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The proposed peace button is now grey if the button does not work.
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“Age progress remains” notifications will no longer be triggered when playing in one turn mode.
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Assemble the Army, deploy the actions of the Army Commander, and appear in the commander-specific actions in the unit panel in the second row.
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When hovering the 2K account icon in the main menu, the “Narration by Hover” accessibility option narrates the 2K account link status.
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A unique improvement to Mawaskawe Skote appears appropriately when you see Ageless in the player’s unlock menu while playing as Shawnee.
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Adjacent arrows now appear consistently when building urban areas during gameplay.
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During the tutorial, the Turn Advanser appears after the player skips the skip on the first unit.
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Consumed city/town legacy will be properly removed from city/town legacy card counts on the legacy select screen at advanced start.
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The background color of legacy cards in the Dark Ages is now properly displayed as black when displayed on the Legacy Plan screen.
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Auto Endturn pauses for an unassigned Army Commander’s promotion point when the final action remains.
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The resettle ability of immigration units is now used only with empty available tiles to become country tiles.
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Diplomatic animation plays appropriately when interacting with diplomatic events.
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Multiplayer
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Addressed a reported issue in which players’ team chat messages appear as if they were sent by the opposing team player.
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Addressed a reported issue where production bonuses to wonders appeared when viewing tooltips for Nepali civilizations rather than the unique capabilities of multiplayer lobby.
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Added a lack of unique abilities explanation when viewing tooltips for British civilizations in the multiplayer lobby.
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To facilitate navigation, I sorted all leaders and sivists (base games and DLC) alphabetically when viewing dropdowns in the multiplayer lobby menu.
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Change text
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Added unlock text to unlock Shawnee in ancient times.
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The “already constructed” text is displayed appropriately when constructing wonders and looking at it in the technological and civil tree.
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Addressed some reported instances where local text was missing or misallocated.
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Addressed a reported issue where culture yields always appear as “+2 culture” when completing technology proficiency as Ada Lovelace.
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Addressed various text bugs and overlaps.
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Tooltip
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The total amount is currently displayed in the plot tooltip.
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Civilopedia and tooltips show that units can only get up to +6 combat strength from resources.
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When viewing tooltips for Endeavor’s diplomatic action “Wonder Construction,” the production icon is no longer missing.
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The “Travel by train” action description remains on the screen for the expected amount of time when viewing tooltips in the Unit Information panel.
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Medieval walls have text that reflects what you can buy in town when viewing tooltips across multiple menus.
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Tooltip’s turntime matches the actual action’s turntime appropriately.
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Tile tooltips no longer overlap with windows/popups that overlay maps.
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story
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Addressed many reported issues that prevent narrative events from being triggered.
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We have clarified the rewards for some narrative events.
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Improved clarity and information presented in the narrative event tooltip.
- Gun Symphony: Gives a stronger reward if the prerequisites are currently correctly met.
- Brothers to brothers: Rewards have been changed to make the story more accurately matched.
- Qualifications: The event was successfully completed when you earn two or more treasured fleet points.
- The Bounty of Highlands: Updated the second option reward to give the settlement a yield of happiness.
- Ancient heritage: Rewarded Gold Bangle Units match the player’s unlocked tier.
- Stolen stone:Give the correct reward now.
- Eternal land: All factory resources count towards the completion of the quest, regardless of how they were obtained. Fish no longer counts as a quest factory resource, and tins now count correctly. And finally, the quest description was updated to say factory resources instead of luxury items.
- The man of destiny:Progress Tracker has been added.
audio
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Updated Narrator VO missing from various events in the game.
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Additionally, UI sound effect polish has been added.
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We have added custom-made technology and Civic Select sound.
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Updated sound effects when placing wonders.
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A mix of biomes, continuous combat and resources tailored to make them more audible.
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The attributes have been updated to have custom sound effects.
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Updated dynamic tooltip settings for audio.
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Addressed a variety of reported issues and applied several quality of life improvements to gaming audio.
Platform Specific
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All consoles
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Addressed some reported issues with input flows and prompts in the UI.
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Addressed some game flow and stability issues.
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Linux MacOS
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Adjusted rendering resolution when booting in full screen mode.
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macs
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Addresses a reported issue in which players were unable to rename units in MAC.
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Addresses the reported issues and displays gameplay in the main menu.
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The controller function has been improved.
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PlayStation
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Improved GameFlow and stability.
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Steam, steam deck
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Addressed a UI issue reported during multiplayer games.
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Nintendo Switch Players, this patch will be dropped for the “early June” platform, which coincides with the game’s release on Nintendo Switch 2.
Developers share that they push “update check-in” right away, and they give players an idea of what’s coming next. Here’s a preview of what they’re working on for the next major update:
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Large and huge map support
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Steam Workshop Support
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Improved game setup options
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New religious beliefs and balance
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New City State Bonus and Balance
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New town specialization and balance
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Specialist Balance
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Treasure Fleet Improvements
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UI and Life-of-Life improvements
There’s nothing yet as to when this will be released in June, but based on the release of Switch 2, it wouldn’t be surprising if the patch rolled out in the first week of June.