Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Day Zero Patch
Patch 1.0.1 released...

"That's why we're excited to share details about Patch 1.0.1, our first official update for Civilization VII! This patch introduces several fixes, adjustments, and changes that apply to a really wide part of the game, including some key community asks such as an improved minimap, quality-of-life features like new entries to the Civilopedia, and more! "
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Showing 1-10 of 10 comments
Oaks Feb 5 @ 4:58am 
Great!
For those that want to see the full patch notes: https://civilization.2k.com/civ-vii/game-update-notes/
Last edited by martinolund; Feb 5 @ 5:05am
You see.

Addressing complaints already.

Minimap I knew about. Civilopedia took a thrashing in one review that I saw.


AI

-AI now prioritizes pillaging any available tiles before attacking a Settlement's center
-AI leaders now accept and reject Peace Deals more appropriately
-Commander Orders and Group attacks now behave more consistently
-Improved AI navy ability to target plots on shore
-Improved AI ability to use Migrant Units if space is available


UI

-Updated minimap to show tile ownership by player
-Added new information to the City Details screen that shows where a Town is sending its food and what Town a City is receiving food from
-Added Auto Unit Cycle option to toggle on/off when a Unit has remaining movement
-Added custom Religion naming
-Policy screen now shows how many free slots are available


General

-Moving onto a Bridge no longer ends a Unit's movement
-Removed -2 Happiness "Social Policy Lost" penalty when changing Social Policies during Celebrations
-Ports can now be built on Navigable Rivers
-Updated growth thresholds to ensure they never decrease
-Tiles impacted by nuclear fallout no longer produce Yields
-Town upgrade costs now scale with game speed for better pacing
-Relationships can no longer reach Helpful while at war with another Leader



Last edited by katzenkrimis; Feb 5 @ 5:07am
Please for the love of god bring back loyalty or fix your damn AI to not travel across the entire map just to settle next to me.
micdy Feb 5 @ 5:29am 
i hated loyalty in civ 6 because you could not get some resource sometimes because too far from main city.
Marshal Feb 5 @ 5:31am 
Would be good to see an option for quick movement and quick combat to speed up turns.
Oaks Feb 5 @ 5:34am 
Originally posted by AlcoholArcade:
Please for the love of god bring back loyalty or fix your damn AI to not travel across the entire map just to settle next to me.

Loyalty apparently makes a return as a crisis.
Natasha Feb 5 @ 5:48am 
Still no renaming cities!???
Originally posted by AlcoholArcade:
Please for the love of god bring back loyalty or fix your damn AI to not travel across the entire map just to settle next to me.
Perhaps learn to see AI forward settling as a juicy opportunity--for you? :)

Seriously, sometimes players get annoyed when there is too much of a challenge, while other players complain there's too little challenge. Forward settling is a trick the best players use to try and check AI civs' expansion, so of course it should be programmed into the AI's playbook at higher difficulties.

Which doesn't mean it isn't annoying--I hate it too.
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Date Posted: Feb 5 @ 4:57am
Posts: 10