Civilization VII Update 1.3.0 - November 4, 2025

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pirate ships have a little skull and crossed bones above the unit logo
 
  • Trade Route Range is no longer ignored when Forming an Alliance with the Kolp'um Civic researched as Silla during Antiquity Age.
Am I reading this wrong, or did they brick Silla? If this civic now only works when the capitals are within trade range of each other, I think that translates to approximately never. Surprised that didn't go under balancing pass as it's a massive nerf. Having big, productive capital was one of the main perks of playing Silla.
  • (★) Commanders no longer consume all movement points when deploying all Units.
That's an excellent and very needed change.
Updated Resource Generation:
  • (★) Resources should be more consistent between Ages now. If a resource is not generated in an Age, it will not appear suddenly in future Ages, nor will it disappear for an Age and then come back. For example, if you didn’t see Turtles in Antiquity, they will not appear in Exploration.
That is less excellent, and should either be an option, or applied to continuity only. The patch note even mentions they liked the world changing a little. I liked it, too. Please stop sanding off the upredictability of the era change, or just replace the overbuilding mechanic with upgrade button, if the optimal build is going to be this predictable between ages.
 
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I've got shiiiiiiiiiiiips, they're multiplyin' :7culture:

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1 Kalia => four Galleys.
 
Am I reading this wrong, or did they brick Silla? If this civic now only works when the capitals are within trade range of each other, I think that translates to approximately never. Surprised that didn't go under balancing pass as it's a massive nerf. Having big, productive capital was one of the main perks of playing Silla.

Given how "quickly" from the launch of Silla it was fixed, I'm guessing that it falls under the category of bug fixes, and not balance changes.
 
I thought Egypt was pretty good already, although I've only played them as Hatshepsut. Now they are looking great.

The water resources that apply bonuses to all warehouse buildings are going to be killer. That plus all the other water buffs will make coastal settlements much more attractive.
 
Silla has the tradition that optimizes Trading Outposts even more, but your point is valid. The free trade routes with unlimited range were powerful and unique, and Silla is going to take a lot more thoughtfulness to play since you need to be careful that an ally is in range before you agree to the alliance
 
Here are the recommended choice and unlock links for Edward Teach, Republic of Pirates and Tonga:

View attachment 746796
Note that both Himiko-Tonga and Rizal-Tonga links are labelled as Geographic, but the tooltip on the unlock screen uses a "strategic" wording.

Why do the Pirates unlock France?

And why can't I just build a freaking château in this game?

Thank you for your quick work with the charts. They are always fun to look at.
 
Playing as Tonga, I just noticed that my (antiquity) naval units now heal on neutral coastal territory. Does this applay to all civs or just Tonga or "pirate ships"?
(And by the way: It's so much fun playing archipelago map and explore the whole world with those unique scouts!)
 
Why do the Pirates unlock France?
The reason doesn't seem to be in the game files (I can find those for the unlocks between base game civs, and in some DLC, but not here, only the generic "Play as Republic of Pirates.").
I can only guess that there was also a bunch of French pirates/corsairs, especially from Saint-Malo.
 
Aksum to Pirates is a wild "historic" path.
Civ to civ unlocks don't have a strategic/historic/geographic label. And as for French Empire, I can't find a "reason" wording.
But I guess something related to similar gameplay.
Anyways what do you think will replace Ottoman
Ottoman IP is in Exploration age, so probably nothing if these as a civ are in Modern?
 
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