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Civilization VII Update 1.3.0 - Patch 1 - November 12, 2025

FXS_Sar

Firaxian
Joined
Jul 22, 2024
Messages
230
Hey, CivFanatics! :wavey: Update 1.3.0 - Eye Patch 1 is rolling out now to players to address a few reported issues.

This patch is now live on Nintendo Switch and Switch 2. Thank you for your patience, Switch players!

Patch Notes:​

  • The AI has been tuned to use Sanctions less often and in a more balanced way relative to other Diplomatic actions.
  • AI will now correctly produce Great People.
  • Various game stability improvements.
  • Addressed an issue allowing the Restart option to be used even when it should have been prevented. This was leading to various gameplay issues including an eventual crash on Age Transition.
  • Units now correctly gain +5 Combat Strength when the player unlocks Tier 2 of the Songhai Unique Civic Hi-Koi and slots the Isa Tradition.
  • Addressed a reported issue in multiplayer where attempting to pause during a First Greet Diplomacy screen could cause loss of controller functionality.
  • Addressed a visual issue affecting Narrative Storylets.
  • Addressed several translation errors in localized game text.
  • [Consoles-only] Addressed a reported issue affecting the visibility of buttons in the main menu promotional carousel.
  • [Xbox-only] Addressed a reported issue where installed DLC could periodically disable after restarting the game.
  • [Mac-only] Addressed instances of missing audio.
If you’re still running into issues after this patch, please let us know through our support portal.
 
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  • Addressed a reported issue in multiplayer where pausing during a First Greet Diplomacy screen could cause loss of controller functionality.
Wait, you can pause in multiplayer in civ 7?? how?
 
@FXS_Sar, any chance for fix to city renaming any time soon? If you use it, the custom name is in ALL CAPS on all screens - including narrative events - and there's no known way around it.
 
@FXS_Sar, any chance for fix to city renaming any time soon? If you use it, the custom name is in ALL CAPS on all screens - including narrative events - and there's no known way around it.
This "feature" has been with us ever since Civ VI times. It is still so in Civ VI. It would be great if this could be fixed.
 
  • The AI has been tuned to use Sanctions less often and in a more balanced way relative to other Diplomatic actions.
I won't be able to test this soon really but I hope they still slap sanctions on you quick in the early game. Not only does this have a big benefit of quickly adding much needed diplomatic variance early, but sanctions are also more powerful (noticeable) early on. I hope it wasn't scaled back too much.
 
I won't be able to test this soon really but I hope they still slap sanctions on you quick in the early game. Not only does this have a big benefit of quickly adding much needed diplomatic variance early, but sanctions are also more powerful (noticeable) early on. I hope it wasn't scaled back too much.
I also like how it gives you a reason to be cautious with your Influence instead of dumping it on the first IP you see. Act too hastily with an unfriendly neighbor nearby and you may have to swallow a big penalty.
 
I also like how it gives you a reason to be cautious with your Influence instead of dumping it on the first IP you see. Act too hastily with an unfriendly neighbor nearby and you may have to swallow a big penalty.
Yeah, that was something I was also thinking about today; sanctions make the influence game a little trickier. I think it would be good to program the AI to pay attention to if you always just "Accept" an Endeavor. Because you get to reap benefits for free but they had to spend influence for only moderate benefits compared to if you had supported. I don't know the best way to work this in but I feel like there is a way to make the diplomacy really hit the ground running in games if you leveraged this right. Like if you just keep "accepting" they start hitting you with sanctions. I already feel like they tend to stop asking but maybe I am projecting.

I also feel like there should be a way to make your sanctions stronger as well.
 
Yeah, that was something I was also thinking about today; sanctions make the influence game a little trickier. I think it would be good to program the AI to pay attention to if you always just "Accept" an Endeavor. Because you get to reap benefits for free but they had to spend influence for only moderate benefits compared to if you had supported. I don't know the best way to work this in but I feel like there is a way to make the diplomacy really hit the ground running in games if you leveraged this right. Like if you just keep "accepting" they start hitting you with sanctions. I already feel like they tend to stop asking but maybe I am projecting.

I also feel like there should be a way to make your sanctions stronger as well.

I mean, accepting an endeavour is still ok. They still get 4 science to your 2 in antiquity. There's not really any difference between having each side suggest an endeavour and the other side simply accepts, vs if you actually supported it. The math is hard - you don't want supporting to be too strong, but at the same time, those passive benefits do help you a lot in antiquity.
 
Yeah, that was something I was also thinking about today; sanctions make the influence game a little trickier. I think it would be good to program the AI to pay attention to if you always just "Accept" an Endeavor. Because you get to reap benefits for free but they had to spend influence for only moderate benefits compared to if you had supported. I don't know the best way to work this in but I feel like there is a way to make the diplomacy really hit the ground running in games if you leveraged this right. Like if you just keep "accepting" they start hitting you with sanctions. I already feel like they tend to stop asking but maybe I am projecting.

I also feel like there should be a way to make your sanctions stronger as well.
Better is probably if you just “accept” and don’t “support” or offer, they start offering it to someone else…or spending it on IPs.
 
Better is probably if you just “accept” and don’t “support” or offer, they start offering it to someone else…or spending it on IPs.
I suspect they already do this, but am not sure.

Yeah, like I said, I don't know the best way to work something like this in. I just feel like diplomacy in 7 is really close to being more interesting but is falling short. It does feel like it is missing some minor features. But the endeavor/sanction/espionage influence system is cool so long as everyone actually engages. I see a problem in that IPs are by far the best value and diplomacy is usually stale and non-threatening. It is often too easy to just play passively and collect IPs with your influence. Sanctions added some spice.

It might be interesting to see a way to "level up" your diplomacy. Perhaps some way to make sanctions twice as powerful and a way to make your endeavors a little stronger. Maybe it makes it stronger for both players on support - but only for you on accept. Try to make it more enticing to either support or reject it. Making spending influence in diplomacy the more desirable option. I feel like tweaking the relationship between IP value and diplomatic negotiations for influence would add a lot more depth to the diplomacy. You could also make investing in espionage more attractive. Plus, the diplomacy was previously stale before v1.3 where everyone wanted to have endeavors together and only got upset a bit if you settled too close. I don't want peaceful games to be almost impossible but I also don't want passive diplomacy to result in peaceful games.

I actually play civ and other strategy games for the diplomacy more than anything. It is a major part of exploration and expansion. Leader animations do not give them personality beyond the superficial, behaviors do, most of this year Civ 7's diplomacy has been stale with no personality. I still feel like the endeavor, sanction, espionage system needs expanded upon to make the influence game something with multiple good diplomatic strategies. Right now, the obvious diplomatic strategy is to mostly just collect IPs and that is sad for the diplomacy of this game.

They may have just tweaked the sanctions a bit. I honestly have no clue how this patch effected it as I haven't had much time to check. I plan to play my current game this weekend for a bit so I will maybe see something but its a game launched on 1.3.0 where sanctions started fast in the early game so the diplomatic atmosphere has already found some footing based on that.

Just throwing this out there for whatever its worth. I still appreciate the updates, Firaxis.:thumbsup:
 
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Just a remark on something that exists in the game for a long time: The AI is programmed to build certain wonders as if it was the only purpose of the whole game. According to steam I have over 1700 hours in Civ7 but I never ever built the "House of wisdom", even in the games where I made this my personal challenge to focus everything on this wonder, and not even with Abbasids on level sovereign. Other wonders in the first phase of exploration age are also very hard to get: Hale o Keawe and Rila Monastery are mostly built before turn 20 on standard speed.
In the modern age it is much easier to get wonders before the AI. I wish this "wonder issue" would be more balanced.
EDIT: In my current game "El Escorial" was just built in turn 13 of exploration age (on normal game speed). That is fast even for a wonder-hungry AI.
 
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Absolutely. If you follow the tree you can see which way the wonder hounds are going and go the other way. I once restarted a game from the beginning four times trying to get Mausoleum of Theodoric for a pillage party game. Never got it no matter what.

If you want the wonder bad enough, the only solution at this point is to take it.
 
Absolutely. If you follow the tree you can see which way the wonder hounds are going and go the other way. I once restarted a game from the beginning four times trying to get Mausoleum of Theodoric for a pillage party game. Never got it no matter what.

If you want the wonder bad enough, the only solution at this point is to take it.
Yep, between 600 hours of immortal and deity games, I have built Mausoleum of Theodoric exactly once, and that was with throwing everything at it - mementos, gold, military IP chops.

The few others that I expect not to complete, starting from the second hardest to get, are probably: Hale o Keawe, Nalanda, House of Wisdom, Pyramid of the Sun, Hanging Gardens, Colossus, Ha'amonga 'a Maui, Rila Monastery, Terracotta Army, and more recently Emile Bell. And then, there's a bunch that are very rarely snapped up, even though they're extremely easy to unlock, not too difficult to place, and reasonably useful - Wat Xieng Thong, Oxford University, Serpent Mound, Great Stele, Tomb of Askia, Notre Dame.

Neither of those is good. Just like it shouldn't be borderline impossible to get some wonders, it shouldn't be possible to put them off until much later and still expect to grab them with ease. Whatever the logic is right now, it should be much more heavily randomised in each game. Make all AI really want a random set of wonders - to the extent they'll specifically target masteries that unlock them if needed - and then make them all skip over a few unless there's no other priority builds in their queue.
 
Hm, I agree on some of these, e.g., Nalanda and the Mausoleum of Theoderic, but I get Rila rather consistently, and built House of Wisdom often (before it was nerfed). Colossus is also often not claimed until late in antiquity. Maybe it depends on the map size as well. I usually have 8 players.
 
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