Update 1.1.0 is coming March 4 + New Development Roadmap

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FXS_Sar

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Hey Civ fans! March is right around the corner, and so is Update 1.1.0 for PC and consoles.

Since launch, our team has been hard at work addressing key areas of Civ VII. I want to give a massive thank you to everyone who's shared feedback with the team, whether it's here, over on our Discord, or in the Steam discussion forums - we continue poring through all of your feedback and keep it top of mind as we prioritize and put work into patches and updates.

Today, we're giving some more info on what you can expect in 1.1.0, what's coming late March in 1.1.1, and beyond that, a look into the other high-priority items that our team is scoping out.

Check out the full details here: https://civilization.2k.com/civ-vii/news/civ-vii-update-check-in-feb-27/

CivVII_DevRoadmap_Feb2025 (1).png



Moderator Action: Copy from the website:
Spoiler :

Next Update Coming March 4

The next update for Civilization VII, Update 1.1.0, is coming on March 4, 2025, and will be deployed across PC & console. Cross-play between PC and consoles will be re-enabled with the deployment of this update. Please note: Update 1.1.0 release timing may differ on Nintendo Switch.

Update 1.1.0 includes a number of updates based on community suggestions and feedback. A full list of update notes will be shared on release, but some notable callouts of what you can expect include the following:

  • New Natural Wonder to discover: Bermuda Triangle (free to all players)
  • Additional UI adjustments, polish, and addressing of reported issues
  • Significant changes to the Modern Age's Cultural Legacy Path and Victory; AI leaders will also be better at completing a Cultural Victory (so expect fewer Explorer Unit stacks!)
  • Now able to convert Holy Cities in the Exploration Age. Note that when players create their own Missionary Units, they will always follow the player’s chosen Religion
  • Naval Units will be able to disperse Coastal Independent Powers
  • Balance pass on several Mementos
  • Refinements to the Army Unpacking action
  • Addressing reported issues with multiplayer and adding friends with a 2K Account
  • For console players: all prior updates from Update 1.0.1 Patches 1, 2, and 3 will be implemented, in addition to the items noted above
Although our first in-game Event*, Natural Wonder Battle, was originally planned for Update 1.1.0 on March 4, events are now being postponed to a later update to allow us more time to prioritize quality-of-life improvements for players worldwide. We’ll share more details about the first in-game event once we’re ready.

Also going live with Update 1.1.0 is the first half of the paid Crossroads of the World Collection**, which is included in both the Deluxe Edition and Founders Edition of Civilization VII. Players who own either of those editions, or have purchased the Crossroads of the World Collection separately, will receive this content automatically with Update 1.1.0.

  • Crossroads of the World Collection - Part 1: The first half of the paid Crossroads of the World Collection includes the new leader Ada Lovelace, the new civs Great Britain (Modern Age) and Carthage (Antiquity Age), and the Natural Wonder Pack including four new Natural Wonders: Machapuchare, Mount Fuji, Vihren, and Vinicunca.
Update 1.1.1 Coming March 25

The March 4 update is the first of many future major releases coming to Civilization VII. The next major update after that, Update 1.1.1, is slated for March 25 (subject to change). Here’s a sneak peek at some of what’s planned for that update:

  • Additional UI improvements and refinements; specifics will be shared later with the Update 1.1.1 Notes
    • Note: Ongoing improvements to the User Interface continues to be a top priority for the development team. The updates being introduced on March 25 are just one part of a much larger plan that aims to improve the UI over the next several months.
  • Scouting and Settling improvements for AI, including less aggressive “forward” settling by AI
  • Adding Quick Move functionality
  • Adding the ability to customize the names of Commanders and Cities
  • Renaming the existing maps to be "Start Position: Balanced," which will be the default Start Position setting for multiplayer games
  • Adding a new Start Position of "Standard," where the landforms on maps are less predictable, closer to how map generation works in Civ VI
  • Adding an optional Restart button that rerolls the player’s map generation now that these less predictable start positions are possible
  • New Natural Wonder: Mount Everest (free to all players)
Update 1.1.1 will also include the second half of the paid Crossroads of the World Collection**, which is included in both the Deluxe Edition and Founders Edition of Civilization VII. This includes a new leader, Simón Bolívar, and two new Civilizations with Bulgaria (Exploration Age) and Nepal (Modern Age).

Looking Ahead

Beyond March, we have several community-requested items on our list that are high priorities for the team. Some examples of these include:

  • Ongoing UI improvements
  • Adding a “One More Turn” button that will let you continue playing past the end of the Modern Age
  • Implementing Auto-Explore
  • New map sizes (all platforms except Nintendo Switch)
  • New Resource types and adjustments to map resource allocation
  • Teams support in multiplayer
  • Hot Seat local multiplayer
  • Research Queuing
  • Mod tools and Steam Workshop support
  • Additional game setup customization options
  • And more!
We’re in the process of scoping the work necessary to bring these priorities to the game as soon as we can. Some of these will be delivered as early as April (subject to change), though many will take longer to develop, test, and deploy. As always in development, plans can change and we'll have more details to share here in the weeks and months ahead as plans solidify. We appreciate your continued patience in the meantime!
 
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"Holy Cities can be converted" smells of being something that was a "fan request;" and I can't believe people wanted that, and thought that was the big issue with the religion game. Oh well, mostly looks good.

Moderator Action: The reason for this has now been pointed out many times, please don't repeat the answer!! --NZ
 
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I'm going to assume that the March 4 update will also coincide with Great Britain, Carthage, and Ada Lovelace release? :mischief:
 
Would be good to know if FXS is recommending finishing current games before the update launches
 
"Holy Cities can be converted" smells of being something that was a "fan request;" and I can't believe people wanted that, and thought that was the big issue with the religion game. Oh well, mostly looks good.
I would be extra worried if that puts us in a position where we can no longer produce missionaries of our religion. If missionaries we train still spawn with our relgioin, then this change means there's just one more city to convert.

If, however, this prevents us from producing missionaries of our religion, that would seem like an awful change.
 
"Holy Cities can be converted" smells of being something that was a "fan request;" and I can't believe people wanted that, and thought that was the big issue with the religion game. Oh well, mostly looks good.
I was ready to dust off my Civ VI playbook, but it turns out if you create missionaries, they will continue to belong to your civ's religion (which is also the case right now even if a city with a temple has been converted), so it's not like you can snuff out a religion a la Civ VI. I don't think it changes a heck of a whole lot, except for giving us more target cities with wonders to convert in pursuit of relics.
 
@FXS_Sar Any chance of the First Look by Ada Lovelace and civ guides for Great Britain and Carthage ahead of the patch?
 
I was ready to dust off my Civ VI playbook, but it turns out if you create missionaries, they will continue to belong to your civ's religion (which is also the case right now even if a city with a temple has been converted), so it's not like you can snuff out a religion a la Civ VI. I don't think it changes a heck of a whole lot, except for giving us more target cities with wonders to convert in pursuit of relics.
I don't think so either, but of all the things to rush to change . . .

This isn't a dig against fxs. I just can't believe people were concerned about this of all things that they even said anything.
 
I would be extra worried if that puts us in a position where we can no longer produce missionaries of our religion. If missionaries we train still spawn with our relgioin, then this change means there's just one more city to convert.

If, however, this prevents us from producing missionaries of our religion, that would seem like an awful change.
It says in the post that you will continue to train missionaries of your own religion.
 
Sarah bringing the good news!

It's a small detail, but I'm excited for new resources. Also it feels crazy to me that we're already getting new Civs and leaders. Time flew!
 
I don't think so either, but of all the things to rush to change . . .

This isn't a dig against fxs. I just can't believe people were concerned about this of all things that they even said anything.
Yes, I saw complaints about this. I didn't see the issue either.
 
"Holy Cities can be converted" smells of being something that was a "fan request;" and I can't believe people wanted that, and thought that was the big issue with the religion game. Oh well, mostly looks good.
At least players will always be able to spawn their religion's own missionaries even if their Holy City gets converted.
 
It says in the post that you will continue to train missionaries of your own religion.

Yeah, that's how it works now already (my last game I had a city converted, and still bought a missionary in it and could convert the city back to my religion). So not being able to convert holy cities was just a pain, especially since a large portion of the religion bonuses needed to be able to convert them
 
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