Civilization VII Update 1.3.2 - February 3, 2026

FXS_Sar

Firaxian
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Update 1.3.2 is rolling out now on all platforms!​


Here are the highlights:
  • Gilgamesh - free for all Civ VII players!
  • First rollout of Nested Tooltips
  • New Appeal Lens
  • and more!
📝 Full update notes are here. Please give these a moment to populate! In the meantime, check out the notes on Steam.

Before you play: Some mods might not play nice with the update. If you run into issues, try disabling them first. Steam players can use the legacy branch to wrap up any ongoing games on the previous version.

Happy empire-building, and let us know how these changes feel! :love:

Updtae 1.3.2.png
 
Minor pet peeve: I hoped for a steam achievement for Gilgamesh, as he's free for everybody :deadhorse:
I don’t think there’s any achievements for the last few leaders they’ve given us. Even the ones we had to paid for. Besides, none of these achievements are fun ones, like “Pizza Party” or “Flight Slingulator” or my favorite “Missed That Day in History Class.”
 
  • Civs have had specific biases adjusted to better support their gameplay. (Civs affected include Greece, Shawnee, Siam, Tonga, Prussia, America, Great Britain, Spain.)
Does anyone have an updated list of biases? Are the game guides updated to reflect these changes?
 
  • Civs have had specific biases adjusted to better support their gameplay. (Civs affected include Greece, Shawnee, Siam, Tonga, Prussia, America, Great Britain, Spain.)
Does anyone have an updated list of biases? Are the game guides updated to reflect these changes?
I think those are AI behavior biases not start biases.
 
I'm not convinced. I don't read it that way at all.
That was right under adjusting the AI biases for specific leaders that get bonuses to certain types of gameplay (like Tecumseh and CS) and Shawnee and Greece (the 2 first examples) get bonuses to CS suzereins.

(Also its under AI)
 
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The page for appeal seems pretty vague on the civilopedia, but here's how I think it works, based on simple observations using the new appeal lens:

coast, mountain, navigable river, natural wonder, vegetated tiles give +1 appeal to adjacent tiles.

0-2 appeal: average
3-4 appeal: charming
5-6 appeal: breathtaking
 
  • Coastal Raid now also benefits from abilities that increase Pillage Yields. Effects that are intended to only trigger on Pillaging on land will specify Land Units in their description.
I just had a great time doing a lot of coastal pillaging as Bulgaria and getting tons of food from False Retreat. Not sure if this is the new behavior or old behavior, becuase I was halfway through a game today, but it was fun - when the new stuff comes later, if you can syncretize this with Iceland, that'd be great
  • Added Production Adjacency from Wonders for Factories in Modern.
a small thing but this annoyed me in the past, glad to see the change

  • Hịch Tướng Sĩ: When you create a Fortification Constructible receive 25 Culture for every Urban Population in that Settlement. (Scales By Game Speed) (Previously: When you create a Fortification Constructible receive 5 Culture for every Urban Population in that Settlement. (Scales By Game Speed)).
  • Dev Note: Sometimes, we like to just buff stuff
I laughed! Glad they buffed the settler too, Vietnam seemed kinda weak. Personally instead of buffing the culture I would have made it apply to any vegetated tiles instead of any tropical ones but "vegetation specialist" might be too similar to Maya

  • Replaced Militaristic Attribute for Cultural.
    • Dev Note: The French Empire’s focus on Happiness and Government made the Diplomatic Attribute clear, but the rest of their bonuses split pretty evenly between combat and cultural focuses. With the other changes to their kit with this update, we felt it was appropriate to adjust their Attribute accordingly. As we ramp up towards releasing some bigger changes and making Attributes matter more in some contexts, we might adjust a few more civs in future updates. We plan to be very judicious about these shifts!

Good change - too many civs have the same attribute combos. I hope Britain changes too - economic/militaristic seems more appropriate than economic/expansionist.
 
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Okay, did they change something with the AI? I just started an Exploration Age game and ALL 4 of my neighbors Denounced and declared war on me! ALL 4 :cry:
 
Okay, did they change something with the AI? I just started an Exploration Age game and ALL 4 of my neighbors Denounced and declared war on me! ALL 4 :cry:
AI

  • AI behavior around Diplomacy gameplay has been updated.
    • Diplomatic leaders will more properly use the Military Sabotage Action unlocked in the Diplomatic Attribute tree.
    • Militaristic leaders will more properly use the Open the Gates Espionage during War, and put more Influence towards War Support.
    • All leaders befriend Independents slightly more often.
    • Individual leaders have had specific biases adjusted to better support their gameplay. (Leaders affected include Ben Franklin, Edward Teach, Harriet Tubman, Himiko Queen of Wa, Ibn Battuta, Jose Rizal, Lafayette, Machiavelli, Napoleon Emperor, Sayyida al Hurra, Trung Trac.)
    • Leaders with City-State centered gameplay more properly Suzerain and Incorporate City-States. (Leaders affected include Lakshmibai, Tecumseh.)
    • Leaders with Personas have had their personalities slightly differentiated to vary gameplay. (Leaders affected include Ashoka, Friedrich, Himiko, Xerxes.)
    • Civs have had specific biases adjusted to better support their gameplay. (Civs affected include Greece, Shawnee, Siam, Tonga, Prussia, America, Great Britain, Spain.)

From the notes... perhaps you got a number of Personas who have been tweaked to be slightly more militaristic.
 
Well, you're probably right, though the notes still aren't clear.

In any case, I decided to check the starting biases of the listed civilizations anyway. Only one didn't match. The game guide has Shawnee with biases for "rivers, grassland, plains, coast", but the game files only show a +20 for navigable rivers and no other biases. I can't tell if the numbers changed elsewhere. And since I don't have the old files, I can't tell which AI biases were changed, either.
 
Okay, did they change something with the AI? I just started an Exploration Age game and ALL 4 of my neighbors Denounced and declared war on me! ALL 4 :cry:
Okay, update: something is DEFINITELY wrong. The exact same thing is happening in the next game I started, and AI Leaders aren't even waiting for our relationship to decrease after denouncement before declaring war. They Denounce, and then declare war on the very next turn.

Why is this happening? Why does it seem guaranteed?

Can this please be fixed? It is happening regardless of Leader.

Edit: I am only playing on Sovereign, btw.
 
Can someone who has played the game since the update tell me if they fixed the villages never being able to finish building fortifications bug that the last update introduced?
 
Can someone who has played the game since the update tell me if they fixed the villages never being able to finish building fortifications bug that the last update introduced?
Unfortunately, no. I was interested in it too. Aside from Gilgamesh, this patch didn't bring much. I was interested in something more, like more diplomatic options or the trade screen. Let's just hope the big spring update arrives soon.
 
This new Title sounds familiar... :mischief:
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