Civ VII Developer Video - December 2025 | Update 1.3.1 drops tomorrow!

Very interested in the new map type, and much more in the biome changes.

Still hoping for a massive religion rework some time in the future. And victory conditions rework. And the vaguely promised “Total Collapse” mode for transitions.
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Edit: And a massive diplomacy rework. AI giving away their settlements for free in peace deals when they're totally fine to keep them should stop. It just devalues player's efforts and struggle and cheapens them.
 
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I wonder why Tonga didn't get a nerf yet, but probably we're just given some more time to play with the new toy.

I don't think Tonga needs an immediate nerf. Their abilities are quite map-dependent and you need to get quite deep into their civics tree to get them. On a Pangea map, Greece is much stronger at doing the same thing. Their UQ is mid and their unique ship is quite weak. If you are lucky to have multiple reefs in your cities, they can have very good production, but those same cities often lack the space to really use that production (I had a Tonga start where I did not have enough space for a library...).

The best part about them is that their map hacks really set you up for the very good exploration age (but comes at the cost that AIs in distant lands can sanction you in Antiquity). So In total, they are certainly good, but not the best Antiquity civ right now.
 
Disagree on Tonga not needing a nerf. The amount of Culture they get from Warehouse Buildings alone is a little outrageous, especially when paired with another very strong Tradition (the fishing boats one).
 
Disagree on Tonga not needing a nerf. The amount of Culture they get from Warehouse Buildings alone is a little outrageous, especially when paired with another very strong Tradition (the fishing boats one).

Yes, it is a little strong, but I would rather see the warehouse spam meta addressed which should take care of that as well.
 
goodbye Super Egypt you'll be missed... but, it's all right, it really was stupidly overpowered, tried a normal game with Maya after Egypt and it just felt so slow in comparison haha.
 
Here is me beating the hopefully not yet too dead horse of someone who yearns for UI-fixes that exceed correcting typos.

So I've been running a bunch of UI mods since they started coming out. I've got 20 of them now. I can't imagine playing the game without them. UI was my number one problem with the game before I had these.

For those of you playing on PC without mods, I'm curious why you continue to use the awful standard UI? I feel for console players that don't have the option. I saw stats that claimed for Civ 6 only ~20% used mods.
 
So I've been running a bunch of UI mods since they started coming out. I've got 20 of them now. I can't imagine playing the game without them. UI was my number one problem with the game before I had these.

For those of you playing on PC without mods, I'm curious why you continue to use the awful standard UI? I feel for console players that don't have the option. I saw stats that claimed for Civ 6 only ~20% used mods.

The other downside of patches - it can take a day or two to un-break the UI mods. But yeah, watching some of PotatoMcWhiskey's streams and he doesn't have the UI mods around, I couldn't imagine playing without them.
 
I also don't use many. I've never had the same visceral dislike for the games' UI that a lot of people seem to... Where I use them it's map tacks/yield previews to add functionality rather than change appearances.
 
When talking about UI mods I mean the ones that add functionality as well. Anything that doesn't change the way the game is actually played. There is so much basic functionality that is missing without mods. Map tacks are a good example. Even more useful to me are unit list, policy yields, and more info on settlement screens/windows.

If volunteer modders can do these things so well, why they aren't in the official game is baffling to me.
 
If volunteer modders can do these things so well, why they aren't in the official game is baffling to me.
Prioritisation, QA cycles, and resource availability. Modders do not have deadlines, do their own QA, and work all sorts of hours in order to do what they do (often, as many hours as is necessary). If modders were told to work on the same thing the devs were (hypothetically - obviously not a useful or even realistic suggestion), you'd see a rapid drop in productivity.
 
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