Civilization VII Update 1.2.0 - April 22, 2025

  • Naval Units are now less likely to be placed in inland lakes on Age Transition. On Age Transition, the game now looks for the largest nearby body of water when placing Naval Units.
Among the many good changes, I'm especially glad to see this. I hope they also implement this logic on treasury fleets in cities that have dual access to inland seas and the world ocean (which may not be connected).
 
  • Map Generation
    • Improved coastal erosion on Continents Plus, Continents, Shuffle and Terra Incognita map types to help break up coastlines more, especially near the poles.
Always good to see map improvements, but at this point I think it’s about time to ask: would it be possible to add in-game tooltips explaining in more detail what each map script does? I still have no idea how exactly Shuffle works, and how exactly it may differ from Terra Incognita. Not to mention we can’t even be sure that our understanding of these map types from previous games can apply to Civ 7, given its unique landmass classifications and more rigid map generation.
 
  • Map Generation
    • Improved coastal erosion on Continents Plus, Continents, Shuffle and Terra Incognita map types to help break up coastlines more, especially near the poles.
Always good to see map improvements, but at this point I think it’s about time to ask: would it be possible to add in-game tooltips explaining in more detail what each map script does? I still have no idea how exactly Shuffle works, and how exactly it may differ from Terra Incognita. Not to mention we can’t even be sure that our understanding of these map types from previous games can apply to Civ 7, given its unique landmass classifications and more rigid map generation.
Seems like they added tooltips this patch, but they weren't enumerated in the notes.
 
My first game after the patch: Might be just random, but I have never ever been so far behind in the middle of exploration age (on level sovereign). Maybe they actually improved the AI?
You're in the exploration age after a new start already? I don't understand how people do this, heh.
 
Patch notes seem to be missing the build queue showing the last building built that was in the developer update yesterday.


I see it... sometimes. I think it may only happen if you have multiple things on the queue (not 100% sure)

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You're in the exploration age after a new start already? I don't understand how people do this, heh.
I am 108 turns into ancient age after 1-2 hours of playing tonight. :) It's quite possible I'd say.
 
Another Unmentioned Change/Improvement:

In two starts on Continents Plus maps this morning, noted that both maps had combinations of Navigable Rivers and Lakes that stretched across most of the continent. In one case, I was able to take a Galley from one coast to within 2 tiles of the opposite coast (west to east). Add the Canals feature from Civ VI, and I could have spanned the continent!

From such a small sample I can't be sure, but 2 of 2 samples indicates a possibe better map generation in regard to long Navigable Rivers with room for a real 'River Civilization' to be spread out along them. I estimate that the river I traversed had room for at least 7 settlements along it, a major improvement over anything I saw before the patch.
 
I checked out the new resources from the patch in the Civilopedia; they have some interesting effects! I've also included the changed base resources, since some (Treasure resources mainly) have new effects. Inter-age new resources with changes are italicised since some stay the same.

Antiquity:
Clay: +1 Production on Warehouse buildings
Flax: +2 Science, +2 Culture
Hardwood: +20% Production toward Naval units
Limestone: +5% Production toward all Wonders
Llamas: +1 Production, +3 Happiness
Mangoes: +2 Food, +2 Culture
Rice: +5% Food in Settlements
Rubies: +4 Gold
Tin: +2 Production in Cities, +4 Production in Towns
Wild Game: +2 Food in Cities, +4 Food in Towns

Exploration:
Clay: +1 Production on Warehouse buildings
Cocoa: +1 Happiness in Towns, doubled in Homelands
Flax: +2 Science, +2 Culture
Hardwood: +20% Production toward Naval units
Limestone: +10% Production toward Buildings
Llamas: +1 Production, +5 Happiness
Mangoes: +3 Food, +3 Culture
Rice: +5% Food in Settlements, +10% in Distant Lands
Rubies: +1 Gold in Towns, doubled in Homelands
Spices: +1 Culture and Influence in Cities, doubled in Homelands
Sugar: +1 Food and Happiness in Cities, doubled in Homelands
Tea: +1 Science and Production in Cities, doubled in Homelands
Tin: +3 Production in Cities, +3 Gold
Wild Game: +3 Food in Cities, +6 Food in Towns

Modern:
Hardwood: 20% Production toward Civilian Units
Limestone: +10% Production toward Buildings
Llamas: +1 Production, +7 Happiness
Rice: +10% Food in Settlements
Tin: 3% Growth Rate
 
Another Unmentioned Change/Improvement:

In two starts on Continents Plus maps this morning, noted that both maps had combinations of Navigable Rivers and Lakes that stretched across most of the continent. In one case, I was able to take a Galley from one coast to within 2 tiles of the opposite coast (west to east). Add the Canals feature from Civ VI, and I could have spanned the continent!

From such a small sample I can't be sure, but 2 of 2 samples indicates a possibe better map generation in regard to long Navigable Rivers with room for a real 'River Civilization' to be spread out along them. I estimate that the river I traversed had room for at least 7 settlements along it, a major improvement over anything I saw before the patch.
Fingers crossed this is true, and not just anecdotal evidence. I’ve been holding up a ?? > Shawnee > Siam playthrough for this exact reason.
 
Fingers crossed this is true, and not just anecdotal evidence. I’ve been holding up a ?? > Shawnee > Siam playthrough for this exact reason.
I may not be able to get back to the game later today, but I plan to spend most of the rest of the week experimenting with maps to see how frequently the 'long rivers' keep generating - and try to get a full list of all the new Resources, their biome/starts and bonuses.
 
I don't think they are implemented in the game for modern age at all. Let's wait for atomic age.
Iirc thermonuclear devices do exist in the game, they have their blast radius, radiation linger duration, etc defined. Seems they've just not been implemented as things you can build or deploy yet.
 
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Is it just me or does the map generation still look forced? I really wish they had just stuck with an organic generation and not tried to force the balanced vertical stripes. I would rather a more organic landmass distribution than balance.
 
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