Civilization VII Update 1.2.4 - Patch 1 (Steam & Epic) - August 27, 2025

For Collapse, I would say lose ALL units, except for X free Infantry spread evenly in settlements (commanders will revive)

Maybe go even further: All players lose all but one city. The other settlements become unaffiliated city states which you can conquer to reestablish your empire. Or you can decide to not do that and conquer/settle greener pastures.
 
Maybe go even further: All players lose all but one city. The other settlements become unaffiliated city states which you can conquer to reestablish your empire. Or you can decide to not do that and conquer/settle greener pastures.

I’d like that, but then I like it in CK3 when your character dies and their heir has to fight everyone to reestablish their holdings.
 
Maybe go even further: All players lose all but one city. The other settlements become unaffiliated city states which you can conquer to reestablish your empire. Or you can decide to not do that and conquer/settle greener pastures.
Maybe all Towns become unaffilited CS.. all Cities become towns that you still control (as now)...unless you take the Economic GA and your cities stay cities... but you still lose the Towns
 
By the way, is it too much to ask that a click on the message "city state defeated" brings me to the place where that city state was? Or (if that's too much) that the message tells me at least the name of the settlement so I can find it on the map myself?
 
Maybe all Towns become unaffilited CS.. all Cities become towns that you still control (as now)...unless you take the Economic GA and your cities stay cities... but you still lose the Towns

Nah, the game is already geared too much towards making everything a city. I'd take losing a % of your empire.
 
Could be, but design-wise I'd avoid a meta of "convert your towns to cities before the switch to keep them". I'd go more with the Civ VI system of a % based in this case on distance to the capital as there's no loyalty. Perhaps it can be a metric based on distance, city/town and happiness.
 
Could be, but design-wise I'd avoid a meta of "convert your towns to cities before the switch to keep them". I'd go more with the Civ VI system of a % based in this case on distance to the capital as there's no loyalty. Perhaps it can be a metric based on distance, city/town and happiness.
I think that meta is reasonable
1. you get something for your investment in a city
2. it’s harder for conquered cities
3. you can add additional penalties to those cities (now towns) ie lose specialists, etc.
 
Could be, but design-wise I'd avoid a meta of "convert your towns to cities before the switch to keep them". I'd go more with the Civ VI system of a % based in this case on distance to the capital as there's no loyalty. Perhaps it can be a metric based on distance, city/town and happiness.

A percentage feels like not enough of a reset to me, as it rewards the rich. I would rather go with a fixed amount which you keep (maybe to get to spend legacy points to get one extra?). You would have to know or even decide which ones these would be, so it does not get frustrating. Also, maybe you get a big combat bonus against your former settlements - so that you get a better chance of capturing them before anyone else does. And the distance would be an automatic factor: the further away a settlement is, the less likely you can conquer it before the enemy (or worse, a so-called "ally") does it.

This would maybe also be some fresh air for the town-city meta: You may want to keep settlements as towns and specialize them early to boost your the core cities you want to keep.
 
A percentage feels like not enough of a reset to me, as it rewards the rich. I would rather go with a fixed amount which you keep (maybe to get to spend legacy points to get one extra?). You would have to know or even decide which ones these would be, so it does not get frustrating. Also, maybe you get a big combat bonus against your former settlements - so that you get a better chance of capturing them before anyone else does. And the distance would be an automatic factor: the further away a settlement is, the less likely you can conquer it before the enemy (or worse, a so-called "ally") does it.

This would maybe also be some fresh air for the town-city meta: You may want to keep settlements as towns and specialize them early to boost your the core cities you want to keep.
I could see that happening with

1. a reset to Settlement Limit (needs to be done anyway to stop double counting)

2. you start with 75% base Settlement limit settlements (6 Exploration, 12 Modern)..you get to choose, perhaps they must be able to be a part of your trade network (ie connected to new capital, directly or indirectly)

That way you have some ability to expand immediately.
 
@tedhebert continuing on from the previous thread - I just finished my second playthrough on 1.2.4, and the AI certainly isn't any better in my games... :hmm:

This time I played a Medium size Continents game on Deity.

This is on turn 74, when I'm 1 turn away from launching the manned space shuttle. I could've won using the Great Banker some 25 turns ago, but I wanted to play on and get within 1 turn of each win condition, also to see if the AI could catch up. They certainly couldn't!

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Based on how far ahead you are in everything and space on turn 75 I am going to guess you have thoroughly destroyed most of these AIs already and there is no coming back for them. The difference in experience seems to always be that the person that says the AI is doing well has let them flourish while people that post things like this probably own an entire continent to themselves and the AI is a few cities.

Just my guess.
 
Well, they definitely have balance implications for subsequent ages. One big question is how much people are using Regroup vs Continuity (vs Collapse). If there'a a clear weighting one way or another Firaxis won't have much choice but tl balance ages around that mode. I feel like this deserves a poll?

Even though it definitely wasn't intended to be... I found the comment about not using the continuity mode much weirdly condescending... Like telling us how we should enjoy the game? Even though I prefer to use Regroup, it kind of made me want to use continuity just to be contrary...The irony being that I very rarely play past Antiquity anyway so neither matters?
I thought that was weird too. And it's like, if continuity is the default setting now, I kind of want the lead designer working with that.
 
@tedhebert continuing on from the previous thread - I just finished my second playthrough on 1.2.4, and the AI certainly isn't any better in my games... :hmm:

This time I played a Medium size Continents game on Deity.

This is on turn 74, when I'm 1 turn away from launching the manned space shuttle. I could've won using the Great Banker some 25 turns ago, but I wanted to play on and get within 1 turn of each win condition, also to see if the AI could catch up. They certainly couldn't!

In my experience, it varies greatly from game to game. Certainly, leaving very weak opponents makes the endgame much easier. But as a rule, I think that if your victory is not below the 40/50 turns of the modern era (at standard speed), the AI is usually able to finish some cultural and sometimes scientific legacy points.

As an example I just finished a game started in the modern era (to achieve a milestone in the game) and the AI was right on my heels in the cultural part. Not easy. I didn't find it particularly fun either, but that's a different topic.

In my opinion, two points that would help make the AI more competitive would be a better city defense and "a little help" during era transitions.
 
The issue I had to struggle most over the last weeks was in fact the extremely aggressive forward settling by the AI. Even if they have huge, beautiful empty landmasses on the other side, they ALWAYS settle in my direction. What do you think: Is that a part of the game design and I just have to live with it? Or is it too much and should be fixed in a patch?
 
I'm really curious. The developers have "promised" a lot of changes. I'd like to know which ones they'll implement this month, in addition to the second part of the DLC.
 
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