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Civilization VII Update 1.2.5 - September 30, 2025

There always is, was, and will be an "Optimum" number of cities.

The issues are
-what are the disadvantages to being more/less than Optimum
and
-what is the Optimum

It seemed that Optimum was Max possible and the disadvantages were reasonably strong... so they sought to change it.

with penalties for wide (increased cost per city)
and tall (increased cost per building in that city)
I was hoping for fixes to the previous version of towns/cities too and I'm not even sure how I feel about this version yet. I don't want to see Civ 5 2.0 though, that's the only game I've bounced out the franchise for, and from my first play through I felt a lot of those vibes.

I started a 2nd game as Carthage specifically to see if playing with Urban Centers helped with how it felt...
 
I was hoping for fixes to the previous version of towns/cities too and I'm not even sure how I feel about this version yet. I don't want to see Civ 5 2.0 though, that's the only game I've bounced out the franchise for, and from my first play through I felt a lot of those vibes.

I started a 2nd game as Carthage specifically to see if playing with Urban Centers helped with how it felt...
I think the increased cost for cities makes the Urban Centers a bit more reasonable..... Ideally they get somewhat of a "flat" effect where you can get a lot of minimally built up cities or a few highly developed cities and those both being valuable approaches.
 
I think the increased cost for cities makes the Urban Centers a bit more reasonable..... Ideally they get somewhat of a "flat" effect where you can get a lot of minimally built up cities or a few highly developed cities and those both being valuable approaches.
In an ideal world you wouldn't just be looking to settle spots for cities but also specific towns. I don't think we're there yet... I hope what we have is a step in the right direction. I'm on the fence for now and watching the money's paw very closely.
 
Played my first antiquity age game with the new patch and it’s a definite improvement.

I was Egypt, Continents and Islands map. I had turned Crises off, and usually what that means is the last 20-30 turns of the age are just dead pointless space, with me rearranging deckchair waiting for the age to just end.

That didn’t happen here, in fact the balance felt much better. One of my big complaints about the game is that it was so easy to just get every building and so I never had to make a choice about what to build, just get everything. Now however, costs were higher, and by the end of the age I’d had to make real choices about what goes into my cities. That felt good.

I still had lots and lots of gold, but couldn’t afford to just max out all my towns for no reason either. In fact of my 8 settlements, I only had 2 cities. Maybe that isn’t optimal but the split felt right and I still won almost all legacy paths.

I also utilised urban centres a lot more, as a sort of town-city middle ground and that felt really nice too.

I think the added info on what you lose when building over a rural tile is kind of game changing too. I only now understand what was going on when I was building stuff, that’s how bad the old UI was. I don’t think this new UI is all that intuitive but it’s better.

So overall, a very good set of changes. I’m a little bit into exploration and I can tell that many of the issues there are still hanging around so there is much more work to do, but this has left me in a positive mood.
 
In an ideal world you wouldn't just be looking to settle spots for cities but also specific towns. I don't think we're there yet... I hope what we have is a step in the right direction. I'm on the fence for now and watching the money's paw very closely.

It still takes time to re-wire your brain to settle a spot knowing it won't become a city. I still constantly find myself saying "oh look, there's a great spot for a library". And sure, maybe that is a great spot if the town is an urban centre, but my brain doesn't go out of its way to pick out a farming town or a mining town or some other spots yet.
 
It still takes time to re-wire your brain to settle a spot knowing it won't become a city. I still constantly find myself saying "oh look, there's a great spot for a library". And sure, maybe that is a great spot if the town is an urban centre, but my brain doesn't go out of its way to pick out a farming town or a mining town or some other spots yet.
Yes, exactly. Playing civ games since the first one, it's hard to me to shift from "settlements need as much land as possible" mentality to packing towns together tight, so they grab resources, a bit of the land with warehouses and specialize afterwards, never growing again.
 
It still takes time to re-wire your brain to settle a spot knowing it won't become a city. I still constantly find myself saying "oh look, there's a great spot for a library". And sure, maybe that is a great spot if the town is an urban centre, but my brain doesn't go out of its way to pick out a farming town or a mining town or some other spots yet.
I think the big issue is that the game doesn't do a good job of showing you exactly what effect those non growing towns are having for you. It becomes very hard to visualise their benefits, because food and gold just kind of go into the air and you sort of get them elsewhere. If the game really showed you what you got for using your towns you'd be far more likely to want to build more
 
The new map generator really seems to live up to its promises. Much more variety of shapes. Placing buildings is a joy, thanks to the highly visible rendering. I don't know if it was the patch's fault, but of the three wonders I tried to build, I couldn't finish a single one because they stole them from me in the last turn. Damn!
 
The map changes definitely are way different. It's weird to play on a standard map and only have like 2 neighbours in antiquity. My current map looks like the distant lands will split N/S - started on a very wide continent, although I still haven't explored it all yet, so for all I know it snakes around more.

I can't wait for V2 where they maybe clean up a few spots in the map generation. Had one try which had a big inland lake, but the only spot it was close to escape to the ocean was a one tile bridge with a resource on it... that would have been so much better with a navigable river to escape.
 
It still takes time to re-wire your brain to settle a spot knowing it won't become a city. I still constantly find myself saying "oh look, there's a great spot for a library". And sure, maybe that is a great spot if the town is an urban centre, but my brain doesn't go out of its way to pick out a farming town or a mining town or some other spots yet.
I place settlements based on grabbing as many resources as possible, particularly empire resources. What kind of focused town it becomes later isn't something I worry about at that time. I'll just give it whatever focus I need when it has annexed all the resource tiles it can, or mining/fishing if I don't need a fort, factory, or trade route extension.
 
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I place settlements based on grabbing as many resources as possible, particularly empire resources. What kind of focused town it becomes later isn't something I worry about at that time. I'll just give it whatever focus I need at that time, or mining/fishing if I don't need a fort or trade route extension.
Same here… grabbing the most ressources possible is usually my main decision path
 
Anyone take the Millitary Golden Age at the end of Exploration? I am pretty sure it gave me units everywhere, not just DL... Is this a new bug?
 
Bugs aside, the Town/City split does feel better when you play with more Urban Centers. I'm not sure I completely like where they've landed yet but this is closer to where they should be for sure.

AI performance feels very Civ/leader dependant too. Had 2 games which couldn't have been more polar opposites of each other. If the AI don't go for Civs/leaders which let them turbocharge yields well they can definitely languish. I was kind of shocked by how badly the AI did in game 2 after my game 1... The snowball still seems to be real, but an AI Maya can still put up a good showing?
 
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I think the big issue is that the game doesn't do a good job of showing you exactly what effect those non growing towns are having for you. It becomes very hard to visualise their benefits, because food and gold just kind of go into the air and you sort of get them elsewhere. If the game really showed you what you got for using your towns you'd be far more likely to want to build more
I'm hoping this is solved by the Commerce Hub they mentioned. I want to see green arrows / corn cobs flowing around showing me where things are being distributed - better yet - let me influence them, even if I have to expend influence or some other resource to do so. It would also be nice to see graphical representations beyond roads / traders. Wagons and trains would be lovely.
 
Can confirm it works as it always has.
Apologies... as other posters have pointed out, I got confused by the 3-slots-counting-the-camel vs 2-slots-not-counting-the-camel.

Thumbs up for the new patch from me. My first game (Deity, Continents-and-Islands), I'm on a continent with a heap of independent powers and just one AI leader. And it's Machievelli...
 
Apologies... as other posters have pointed out, I got confused by the 3-slots-counting-the-camel vs 2-slots-not-counting-the-camel.

Thumbs up for the new patch from me. My first game (Deity, Continents-and-Islands), I'm on a continent with a heap of independent powers and just one AI leader. And it's Machievelli...
No need to apologize. I just checked it and missed the explanation. I did look around and found none. I blame early morning reading. :D
 
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