Civilization VII Update 1.2.0 - April 22, 2025

I have another question concerning something that did NOT change with the new patch: When I activate a migrant, the eligible tiles are highlighted in green but the yields are not showing (like in a normal city growth event). Is this a bug? Why should the yields be hidden? Is there any mod that fixes it?
 
I have another question concerning something that did NOT change with the new patch: When I activate a migrant, the eligible tiles are highlighted in green but the yields are not showing (like in a normal city growth event). Is this a bug? Why should the yields be hidden? Is there any mod that fixes it?

I don't know why the migrants don't show yields. They obviously should. When I use one I check which tiles they can use, hit escape and check the yields, then activate again. I haven't heard of a mod to fix that.
 
I have another question concerning something that did NOT change with the new patch: When I activate a migrant, the eligible tiles are highlighted in green but the yields are not showing (like in a normal city growth event). Is this a bug? Why should the yields be hidden? Is there any mod that fixes it?
It's clearly a bug, because if you have more than one migrant, you'll see yields for the next one (tested before 1.2.0, though).
 
I have another question concerning something that did NOT change with the new patch: When I activate a migrant, the eligible tiles are highlighted in green but the yields are not showing (like in a normal city growth event). Is this a bug? Why should the yields be hidden? Is there any mod that fixes it?
It’s been like this for me since release. If you press “Y” the yields will show up (but then you need to press Y again because they’ll layer on top of normal yield display in cities later..)
 
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Unfortunately 1.2 leaves me unable to start a new game - it gets to the point right after you start your first city (where it's supposed to go to the production menu) and just doesn't...so you can't move forward.
Do you perhaps have mods installed or a faulty install? The latter can happen sometimes, solved by verifying the files. My game has not this problem, nor have I heard of others having it, so my bet is a faulty install and/or mods conflict. :)

I have another question concerning something that did NOT change with the new patch: When I activate a migrant, the eligible tiles are highlighted in green but the yields are not showing (like in a normal city growth event). Is this a bug? Why should the yields be hidden? Is there any mod that fixes it?
Yeah, this bug has been present for soooooo long. :(
 
Unfortunately 1.2 leaves me unable to start a new game - it gets to the point right after you start your first city (where it's supposed to go to the production menu) and just doesn't...so you can't move forward.
I had this issue and disabled most of my mods and it went away so it does appear to be a conflict with a 3rd party mod. Sorry but I haven't had the chance to try and pinpoint which one.
 
I did not see it in the patch notes, but I noticed that the cost to upgrade to a city is not capped at 1000 any more.
 
Unfortunately 1.2 leaves me unable to start a new game - it gets to the point right after you start your first city (where it's supposed to go to the production menu) and just doesn't...so you can't move forward.
If you're running the City Hall mod, make sure you have the latest version. After the patch the older versions were very specifically known to cause this issue.
 
This update now fixes the Shawnee's Mawaskawe Skote to now give culture equal to the number of city states you are suzerain of, but it gained the same repeating city state suzerainty yield bug the bridges are affected by.

Spoiler :
20250423173154_1.jpg
 
Is it just me or is everyone else also seeing the annoying decimal points in the ribbon yields on upper right ? Makes it so hard to compare numbers at a glance, which was the whole point.
 
If you're running the City Hall mod, make sure you have the latest version. After the patch the older versions were very specifically known to cause this issue.
That fixed it for me :thumbsup: Also, Welcome to the Forums.
 
Is it just me or is everyone else also seeing the annoying decimal points in the ribbon yields on upper right ? Makes it so hard to compare numbers at a glance, which was the whole point.
Mod?
 
This to me has been a really good patch and got me playing the game about as much as I play anything these days. Hopefully we can see CCU improve this weekend. I feel like the game deserves to be trending better than it does currently.
 
Is it just me or is everyone else also seeing the annoying decimal points in the ribbon yields on upper right ? Makes it so hard to compare numbers at a glance, which was the whole point.
I assume that's because:
Yields greater than 10 are now rounded in the leader ribbon and top Yield bar.
I believe this means now any yield bigger than 10 has no decimal point and is rounded, whereas before all yields had decimals.
 
Yes that’s correct. If everyone else is seeing the same thing, that'll confirm for me it's by (bad) design and not my mods

Anyway, thx for confirming that’s it’s not me.

I am seeing decimal points like 10.5, 88.6 on the ribbon. Is anyone else seeing this too ? Can’t post screenshot coz not on my PC. If you do, please reply "yes" and I'll drop this topic.

P.S. Once you hit EXP and most yields are three digits it won't be a problem (I’m assuming - not there yet) but it does look horrible during ANT - nobody cares about the decimal points. Adds no value and makes it very difficult to compare at all glance , which is the whole point. Obviously not a deal breaker but when things regress it’s disappointing
 
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Whaaat...Confucius has 785 science already?? Oh no, wait, there's a tiny little dot between the 8 and the 5, so it's only 78.5.
So YES, these numbers should be rounded, I have no idea why they changed that. I don't care if he has 78 or 79, it won't affect any of my decisions.
 
Whaaat...Confucius has 785 science already?? Oh no, wait, there's a tiny little dot between the 8 and the 5, so it's only 78.5.
So YES, these numbers should be rounded, I have no idea why they changed that. I don't care if he has 78 or 79, it won't affect any of my decisions.
THANK YOU for saving my sanity lol.

This way when I play tonite instead of spending time turning off all 8 mods and try to find the culprit, I will spend that time PLAYING the game instead and wait for the fix.

This patch was 1000 steps forward and if 1 step back I can live with that 😊👍
 
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