Update 1.1.1 Patch Notes - March 25, 2025

Having finished a game with the new patch... My thoughts are:

1) The Map changes are going to enormously add to the replayability of the game. While the previous scripts were probably better if you wanted to make competitive multiplayer work, they were extremely same-y, and having more unpredictable maps is a breath of fresh air.

3) Modern has been slowed down... Slightly... Not much.... Not enough... And it felt a little like it was being slowed down arbitrarily. Every change so far is an improvement, but I also feel like we're edging closer to an acknowledgement that the game would work best with just a score victory. The victory projects feel like shoe-horning a "sudden death" victory.
I agree that the map change and the AI settler changes alone made me happy that I waited a few extra days to start a new game.

I also feel that the game should just make the instant victories optional. They are what make the modern age feel short. You get the feeling of "why am I investing in X when doing Y will end the game in 20 turns anyway?"

In my last few games, I just play the entire game as though they don't exist. If I happen to trigger one, I will go for it. However, I don't strive for one. I rarely even open the legacies panel. I just focus on whatever seems to be best for my civilization at the time (in all ages).
 
Having turned score victories off in all previous Civ games, VII is the first one where I actually think it's the most sensible and fair victory condition, and the one that best suits the way the game's three act structure is set up.
 
Anyone notice the ai performing noticeably better? Maybe it’s me, but coming back after I took a break since the last patch, I’m seeing at least a couple leaders competing much more for wonders and settlement locations. Legacies are being obtained more too, and they’ve been fielding decent armies and seemingly employing them with direction.

I’ve just played a few antiquity games on immortal but I’ve been rather impressed. Hopefully this continues into exploration..
 
Anyone notice the ai performing noticeably better?
Definitely, don't know if there's more to but it feels like just making them settle sensibly has made a huge difference to their performance. I've just fought off a huge Aksum invasion against my second city, they even diverted away from my capital when I got reinforcements in!
 
The AI does seem to be doing a little bit more sensibly with where they settle, but they seem to be settling a bit less?
 
I've noticed independents coming at me with armies of a couple of units. That wasn't happening in my previous games.
 
The AI does seem to be doing a little bit more sensibly with where they settle, but they seem to be settling a bit less?
My current Antiquity game was the opposite - they settle a lot, do that more sensibly, and Friedrich even went one over the settlement cap.
 
My current Antiquity game was the opposite - they settle a lot, do that more sensibly, and Friedrich even went one over the settlement cap.
Have seen Frederich (Oblique), Amina and Xerxes all do that before the Patch, but never more than 1 over.

Latest Antiquity play this afternoon, and 3 out of 4 opponents stayed at a single City for almost half the Age. Don't think I've ever seen so much restraint on the AI's part before . . .
 
Having finished a game with the new patch... My thoughts are:
5) Bolivar? More like Boringvar. The free constructible and building in unrest feel mediocre at best. +1 war support is a momento, and if I want to go down that route I'd play Harriet Tubman. Weakest and least fun leader?
Apparently, there's a huge oversight with Bolivar. If you lead the Mughals with him, you can buy wonders absolutely free in a settlement that you just conquered.
 
I might have missed this, if anyone said already, but my antiquity lands are full of distant land resources where it only says can be used on exploration era. Still they are traded by AIs etc. This change is something I do not fully understand. It feels somehow buggy.

Also seems that long lasting bug of scouts not activating the unit movement turn end ”block” is still here.

+ one crash, which I have been quite free of.
 
My current Antiquity game was the opposite - they settle a lot, do that more sensibly, and Friedrich even went one over the settlement cap.
Same in my game, definitely a big improvement, unfortunately, from what I've seen so far, only in the Antiquity Age.
 
I might have missed this, if anyone said already, but my antiquity lands are full of distant land resources where it only says can be used on exploration era. Still they are traded by AIs etc. This change is something I do not fully understand. It feels somehow buggy.
Oh weird, that definitely sounds like a bug.
 
I might have missed this, if anyone said already, but my antiquity lands are full of distant land resources where it only says can be used on exploration era. Still they are traded by AIs etc. This change is something I do not fully understand. It feels somehow buggy.
You don’t have any mods? That definitely sounds like an error due to mods.
 
Settling on Fractal looked very good for me (actually always looked better, but more so now) - Archipelago may mess with their sense of ideal distances between settlements? They usually have no problem settling over water.

It feels somehow buggy
This happened to me once when I modded inside Gedemons map mod (experimented with the distribution of civs). You probably "just" spawned on the wrong side.
Maybe there are similar edge cases with the new patch.
 
No war is ever pointless :) Perhaps I say this as my current game is as Machiavelli.

As for the sounds, it reminds me of one of the older civs, maybe civ 4 with the sounds of public screaming/yelling. It's not a high quality sound. Better than nothing I guess.
I heard it finally, it sounds like w/e sound bite they used for the SC1 academy cranked up to 15
The civ4 revolution/riot noise was more like an indistinct angry mob yelling
 
I just played the game with the update, and the tweak to the unit banners feels so much like programmers art. Basically, made by someone technical with no artistic sensibilities. The width of the border is too much, especially compare to the size in other borders, the inconsistent positioning and big size of the hp bar, it being just pure black, it all looks bad.

1743080257264.png


For example, you can tell the visual inconsistencies while playing, with the commanders having a 3px wide border, the unit 4px and the health bar 2px. It's all over the place. If you set them all to 2px, cut the height of the HP bar, remove lower border and add a bit of transparency in the background, you get a much nicer result:

1743080835092.png


The HP bar and the banner even lines up correctly.
 
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Settling on Fractal looked very good for me (actually always looked better, but more so now)
This is Continents (no plus), note the interesting map layout and the sensible city placements!! (EDIT: You can't see it from the map but the two Northernmost of my settlements were the Askum Empire - together with a 3rd well placed city they lost to IPs lol)

Screenshot 2025-03-27 204410.png
 
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You don’t have any mods? That definitely sounds like an error due to mods.
I have mods, yes.

This happened to me once when I modded inside Gedemons map mod (experimented with the distribution of civs). You probably "just" spawned on the wrong side.
Maybe there are similar edge cases with the new patch.
I have YnAMP too. But game was not started with that map. Standard archipelago.

But like your explanation! Propably what happened!

In any case. Maybe those resources just only spawn at explo. Would allow all kinds of maps without this kind of ”interference”
 
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