Civilization VII Update 1.2.2 - June 23, 2025

By the same logic one could say "even Elder Scrolls II: Daggerfall was 160,000+ km2, whereas Skyrim was only 37 km2". the age of a game is not exactly a good factor by which to determine map size when so many other factors play into it
 
I don't think any civ game had unit speed scale with the map size.
I believe you're right, but in earlier games, new technologies increased movement speed for older units (e.g. in Civ 5, machinery improves movement along roads). I think Civ 7 needs something similar because (for example) treasure convoys take forever to get home on large maps.
 
Comparing the work for a civ to one from an early Civ is a very poor comparison. Today's Civs require way more time and effort to make. Same goes for leaders.

I believe you're right, but in earlier games, new technologies increased movement speed for older units (e.g. in Civ 5, machinery improves movement along roads). I think Civ 7 needs something similar because (for example) treasure convoys take forever to get home on large maps.
Personally, i would like roads providing more movement. Urban districts not having a road by default unlike civ 6 was also very frustrating. I personally prefer the old way of movement costs too(5 and 6), rather than a tile eating up to 100% of movement no matter how many movement points you have left.
 
Comparing the work for a civ to one from an early Civ is a very poor comparison. Today's Civs require way more time and effort to make. Same goes for leaders.


Personally, i would like roads providing more movement. Urban districts not having a road by default unlike civ 6 was also very frustrating. I personally prefer the old way of movement costs too(5 and 6), rather than a tile eating up to 100% of movement no matter how many movement points you have left.

Yeah, urban districts should count as roads, and in exploration, probably should be 0.5 movement points each (maybe 0.25 each in modern). At least there if you have inland treasure, it would shave a turn or two off the travel time. Otherwise, a 3rd movement point for convoys (maybe with shipbuilding II) helps, or even just being able to pack them in a fleet commander would probably be enough. If it's taking you 12 turns to move a treasure across the map, which isn't unreasonable even in a small or standard map, you're talking about 20 turns from founding a city until the first resource can be cashed in from there.
 
Modern Age has railroads for land... but in Exploration Age ships/fleet commanders/and Units should probably be moving at 6 by the end of it (and Modern ships should start moving at 6) [ship movement boost traditions, etc. could be per age]
 
So you're suggesting regular saves fixes it somewhat, or the opposite? Mine autosaves every turn, and the game still allows me to reload despite pausing.
No, I also have autosave every turn selected.
I'm talking about when I begin having long turns, with a ton of micromanagement done, FREEZE.
If I remember to save regularly, it feels like I can avoid the freezing for a while - until I forget -> FREEZE.
 
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It's probably only bad luck but I get the impression that the AI forward settles me a lot harder than before the patch. I can get a second and third settlement but never something like an "optimal placement".
Almost as if the AI can "smell" my map tacks... :dubious:
 
It's probably only bad luck but I get the impression that the AI forward settles me a lot harder than before the patch. I can get a second and third settlement but never something like an "optimal placement".
Almost as if the AI can "smell" my map tacks... :dubious:
On a large map i usually reduce the number of AI to 5 or 6 , i find it really helps with giving me time and room to expand early.
 
Is there an issue with Deity AI in patch 1.2.2 not being properly scaled? I just started a deity game which should have +80% science/culture for the AI, but just met an AI civ on T13 with 10 each for science and culture. Also, later in same game I was the first to get to Mysticism, which I've never done in Deity pre-patch. I tried starting another game in custom with everything set to deity and had the same issue.
 
Is there an issue with Deity AI in patch 1.2.2 not being properly scaled? I just started a deity game which should have +80% science/culture for the AI, but just met an AI civ on T13 with 10 each for science and culture. Also, later in same game I was the first to get to Mysticism, which I've never done in Deity pre-patch. I tried starting another game in custom with everything set to deity and had the same issue.
If you chose the farthest difficulty option, it is the new "Custom" which defaults to the neutral difficulty.
 
If you chose the farthest difficulty option, it is the new "Custom" which defaults to the neutral difficulty.
Tracking. I created two separate games - one deity and one custom (and then changed everything to deity in advanced settings) with the same results. Still ran into AI that showed only 10 (instead of at least 18) for science and culture.
 
Tracking. I created two separate games - one deity and one custom (and then changed everything to deity in advanced settings) with the same results. Still ran into AI that showed only 10 (instead of at least 18) for science and culture.
Definitely a bug (either in what the Deity AI gets* or how its being reported to you.)

*unless they are trying a way of having the bonuses "fade in" ie no/low bonuses until turn 20 and then they climb to the target by turn 40 (it might be a good way to make Antiquity Wonders doable)
 
I will add if they are reading this thread for suggestions, a way to have a city build something other than science or culture. Like say gold, for example. Focusing on gold has been in civ since near the beginning iirc. At a certain point I want to slow down age progress, and not get future tech/civic.
 
I will add if they are reading this thread for suggestions, a way to have a city build something other than science or culture. Like say gold, for example. Focusing on gold has been in civ since near the beginning iirc. At a certain point I want to slow down age progress, and not get future tech/civic.
Long ages help but i'd like them to be extended even further, possibly by instead of the rumoured 4th age they just extend the length of the existing ages.
 
I will add if they are reading this thread for suggestions, a way to have a city build something other than science or culture. Like say gold, for example. Focusing on gold has been in civ since near the beginning iirc. At a certain point I want to slow down age progress, and not get future tech/civic.
I think the way to focus on gold is to not build cities. (Towns do that)
If you want to slow down age progress… build units….If you are low on gold, delete them.

Maybe cities could build Migrants… randomly remove a specialist and get a Migrant. So they can go to the Town and settle a gold (production) tile.
 
I think the way to focus on gold is to not build cities. (Towns do that)
If you want to slow down age progress… build units….If you are low on gold, delete them.

Maybe cities could build Migrants… randomly remove a specialist and get a Migrant. So they can go to the Town and settle a gold (production) tile.

I like your idea for migrant building, as long as the citizen to be removed could be selected. I would like to see migrants able to become specialists as well.
 
I like your idea for migrant building, as long as the citizen to be removed could be selected. I would like to see migrants able to become specialists as well.
Migrants becoming specialists might be too overpowered, as you can get migrants for a relatively cheap amount of food, but move them to a high population settlement for a more expensive population…and a city with specialists can get Very populated.
 
@sav:
(on my M2 Mac) I'm having a similar, but not identical problem: The game simply freezes without warning, and needs a forced quit, recovering into the Finder, and needing to restart Civ, obviously loosing all since the last save.
This has been ongoing for several months, and the updates have not changed anything obvious to me (maybe a bit less frequent??)
I have the subjective feeling that this becomes more likely the longer I wait with a "safety-save", which could suggest some kind of memory leak eventually leading to the freeze.

I thought it was just me getting this. M2 MBA. started happening 1.2.1 but then maybe I hadn't played it as much before then.

For me, it seems to only happen when I leave it for 5 or 10 mins. it never happens if I keep clicking. but since playing civ for me is, taking a turn, watching some tv, taking another turn, it freezes a lot.

making it really a pain to play.
 
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