Civilization VII Update 1.2.4 - August 19, 2025

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Because I'm a list nerd, I went through my subscribed mods and verified which ones do and don't work with 1.2.4 as of 8/20 in the afternoon Central time :-) only had a few failures - which is really good. These were tested from Steam. (in case you don't want to go through yours to figure out what's been murdered and what wasn't)
  • City Hall - click on a settlement and all buttons and menus disappear. hard restart
  • Ritual Practices - Looked right in the knowledge tree, but when the 'Establish new Ritual Practice' option appeared, no popup of rituals/religions
  • Map Cheat Panel - kills all the buttons at game open
  • Wonders Screen - Button with no icon on it; clicking it takes you to Hell
Everything else in my mods list worked or were fixed before I got to them:
  • Mod Settings Manager
  • Improved Mod Page
  • F1stDan's Cool U!
  • Resource Resorts
  • Ready or Not
  • Fealty
  • Policy Yield
  • City-States Expanded
  • Building Renames
  • Historical Religions VII
  • Compact Production Chooser
  • Map Trix
  • More Diverse Maps
  • Random Maps
  • More Natural Wonders
  • Mundu Novus
  • Players Slots per Hemispheres
  • Power Overwhelming VII Supercheat
Hope that helps someone
 
Because I'm a list nerd, I went through my subscribed mods and verified which ones do and don't work with 1.2.4 as of 8/20 in the afternoon Central time :-) only had a few failures - which is really good. These were tested from Steam. (in case you don't want to go through yours to figure out what's been murdered and what wasn't)
  • City Hall - click on a settlement and all buttons and menus disappear. hard restart
  • Ritual Practices - Looked right in the knowledge tree, but when the 'Establish new Ritual Practice' option appeared, no popup of rituals/religions
  • Map Cheat Panel - kills all the buttons at game open
  • Wonders Screen - Button with no icon on it; clicking it takes you to Hell
Everything else in my mods list worked or were fixed before I got to them:
  • Mod Settings Manager
  • Improved Mod Page
  • F1stDan's Cool U!
  • Resource Resorts
  • Ready or Not
  • Fealty
  • Policy Yield
  • City-States Expanded
  • Building Renames
  • Historical Religions VII
  • Compact Production Chooser
  • Map Trix
  • More Diverse Maps
  • Random Maps
  • More Natural Wonders
  • Mundu Novus
  • Players Slots per Hemispheres
  • Power Overwhelming VII Supercheat
Hope that helps someone
Thanks for introducing me to City-States Expanded. Reminds me of a mod I loved in VI. I wish I could figure out what mod is preventing me from starting my game after I get everything configured...
 
Hmm, ok...as non-modder, I didn't thought of potential spacing concerns for displaying varying yields. Thanks for pointing that out (though the mod of leonardify seems to get round that cliff fairly elegantly). Regarding raw yields vs. total numbers...I understand your logic and agree on your decision for City Hall and tile or buildings yields. In the case of policy cards however I find raw "per X"-yields just not very helpful to make an informed decision without having todo excessive counting. It is one thing to calculate town effects, when the mattering instances are just in one settlement, but a different beast to keep in mind how many "X" are littered over my empire (especially with the huge map sizes and number of cities I tend to play)
Yeah. I don’t love the “just pick the bigger number” dynamic, but cmon—we’re all trying to do that math in our heads. I wonder what a compromise that suggested at least the order of magnitude would look like, to act as a rough check without overly-focusing people on the specific numbers.
 
Yeah. I don’t love the “just pick the bigger number” dynamic, but cmon—we’re all trying to do that math in our heads. I wonder what a compromise that suggested at least the order of magnitude would look like, to act as a rough check without overly-focusing people on the specific numbers.
Perhaps a simple
+1 per Science building
(*Currently +45)

Since that's the point.... right now it is +45 but it will change, and that is where the planning comes in. (this way it just lets you know a base of how much is there already)
 
Hmm, ok...as non-modder, I didn't thought of potential spacing concerns for displaying varying yields. Thanks for pointing that out (though the mod of leonardify seems to get round that cliff fairly elegantly).
i'm not sure why you mentioned spacing, it's not a major concern. when i said it's "an exercise of arranging boxes in order of size," i was talking about gameplay. when your choice is reduced to a list of bonuses, it becomes a game of picking the best row from a spreadsheet, and it also encourages players to ignore any choices that don't have obvious yield bonuses attached. that's not fun and it's not strategy.
 
Because I'm a list nerd, I went through my subscribed mods and verified which ones do and don't work with 1.2.4 as of 8/20 in the afternoon Central time :-) only had a few failures - which is really good. These were tested from Steam. (in case you don't want to go through yours to figure out what's been murdered and what wasn't)
  • City Hall - click on a settlement and all buttons and menus disappear. hard restart
  • Ritual Practices - Looked right in the knowledge tree, but when the 'Establish new Ritual Practice' option appeared, no popup of rituals/religions
  • Map Cheat Panel - kills all the buttons at game open
  • Wonders Screen - Button with no icon on it; clicking it takes you to Hell
Everything else in my mods list worked or were fixed before I got to them:
  • Mod Settings Manager
  • Improved Mod Page
  • F1stDan's Cool U!
  • Resource Resorts
  • Ready or Not
  • Fealty
  • Policy Yield
  • City-States Expanded
  • Building Renames
  • Historical Religions VII
  • Compact Production Chooser
  • Map Trix
  • More Diverse Maps
  • Random Maps
  • More Natural Wonders
  • Mundu Novus
  • Players Slots per Hemispheres
  • Power Overwhelming VII Supercheat
Hope that helps someone
i just updated City Hall to resolve the game-breaking bugs. the side panels aren't working yet, but all of the map features are. i also added a little extra feature to highlight the city center and urban core.
 
Perhaps a simple
+1 per Science building
(*Currently +45)

Since that's the point.... right now it is +45 but it will change, and that is where the planning comes in. (this way it just lets you know a base of how much is there already)

Yeah, as much as some of those "just pick the bigger number" options do end up feeling like you just pick the bigger number more often than not, at the same time, you still have to choose some of the immediate gain vs long term gain, or when choosing policy cards, knowing it's +24 culture on one card or +50 gold on another card is still a valuable decision. Or even a specialist, playing a "+11" specialist might not be as good as a "+9" specialist, if the +9 gives you production and science, but the +11 gives you gold and happiness, for example. Jut the ability to quickly scan a display of 15 or 20 numbers and see at a glance which are the 2 or 3 of them I care about most are life savers.
 
The bug where you sometimes have to click a button multiple times before it registers is driving me up a wall :mad:
It's driving me crazy, too. :wallbash: How can something like this stay unnoticed before the patch is released?
 
i'm not sure why you mentioned spacing, it's not a major concern. when i said it's "an exercise of arranging boxes in order of size," i was talking about gameplay. when your choice is reduced to a list of bonuses, it becomes a game of picking the best row from a spreadsheet, and it also encourages players to ignore any choices that don't have obvious yield bonuses attached. that's not fun and it's not strategy.
Ok, sorry - then this was me misunderstanding what you wrote because of language barrier (didn't catch that idiom you used). In that case, however I disagree (at least for me personally)...sure, I pay great attention to the absolute numbers when playing with leonardify's mod and yes, I will pick prefer a policy card yielding total 100 Gold over one giving only 50...as that is a strategical choice in my book...but I might still go for extra combat strength or construction boni, if I feel that they might play a greater role until the next possible card switching point.

I concede though that one can enjoy the guessing game and that is fine...I do not, however (and I wonder how big the two crowds are). Encouraging roleplaying would be another argument...and I do that in many games and even in some regards in Civ7. However, in case of government and policy cards...for my taste their design is just too generic and flat to immerse me into that. What is fundamentally lacking for me here is having disadvantages, costs or other consequences to consider (call me spoiled by Old World, where the process starts by deciding whether its worth or afforable to enact a law at before you decide which one... ). It just doesn't bite me in any way to e.g. rule dictatoric vs. having a republic...aside from maybe missing out a bigger bonus attached to some other goverment. Policy cards are no different. And if the entire system is just about picking the biggest gift box (to use your picture)...well...then I prefer the game to flat out tell me where it is :)
 
I concede though that one can enjoy the guessing game and that is fine...I do not, however (and I wonder how big the two crowds are).
i am not advocating a "guessing game." i'm saying that it weakens a strategy game to reduce gameplay options to a value metric, especially a metric that can't represent all of the options. it hurts both the gameplay and the game design, because metrics tend to warp everything toward maximizing them. if they built the Policy Previews into the game, it would warp the design of new features, because new features would need to look balanced when reduced to a total yield score.

and the thing is, you still have a guessing game, because the previews only tell you the total net yield across your entire empire. they don't tell you whether you're getting the right thing in the right place. that's the kind of advice that has a tendency to get you stuck in local maxima, optimizing the metric instead of actually playing better. i totally understand why the devs haven't made that part of the core game.

i do think the game needs better reporting mechanisms. the ones we have aren't useful. the Global Yields Breakdown report is buggy (maintenance costs are wrong), and the City Details reports have major usability problems. we really need clear, accurate, compact report screens.
 
Is it just me/my PC or has the update really slowed down the turn time?
As in, made the time between your turns longer? I haven't noticed anything in earlier eras, but in Modern, it seemed to be taking ages - and visually, it seemed connected to enemy ranged units moving very, very slowly.
 
As in, made the time between your turns longer? I haven't noticed anything in earlier eras, but in Modern, it seemed to be taking ages - and visually, it seemed connected to enemy ranged units moving very, very slowly.
Same experience. Modern easily takes much longer between turns than before.
 
Is it just me/my PC or has the update really slowed down the turn time?

Same here! I only really noticed it in Modern though - each turn took AGES. Had to alt-tab out of the game to read these very forums while it was processing... And I've got a high-end setup!

Only finished 1 game so far, in my 2nd I'm only in Antiquity - and it flows smoothly as of now.
 
Same here! I only really noticed it in Modern though - each turn took AGES. Had to alt-tab out of the game to read these very forums while it was processing... And I've got a high-end setup!

Only finished 1 game so far, in my 2nd I'm only in Antiquity - and it flows smoothly as of now.
You had to alt-tab? I have a medium strong PC and while turns take longer in modern, it's still in the area of 8-10 seconds.
 
i'm not sure why you mentioned spacing, it's not a major concern. when i said it's "an exercise of arranging boxes in order of size," i was talking about gameplay. when your choice is reduced to a list of bonuses, it becomes a game of picking the best row from a spreadsheet, and it also encourages players to ignore any choices that don't have obvious yield bonuses attached. that's not fun and it's not strategy.

This is an interesting point, I was thinking something similar.

Just to clarify, which mods are you referring to, only LF Policy Yield Previews?
What about Concise Specialists Lens, Enchanced Town Focus Info...

All great mods but personally not sure on using them or not.
 
You had to alt-tab? I have a medium strong PC and while turns take longer in modern, it's still in the area of 8-10 seconds.
I didn’t time mine but, at a guess, I’m more like 15 - 20 seconds. Will switch off all my mods (not that many) and see if that does anything.
 
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