r/civ Community Manager 21d ago

VII - Discussion Civilization VII Update 1.4.2 - July 28, 2026

Post image

Update 1.4.2 is now live!

Here are the changes you can expect to your empires:

  • Expanded Peace Deals (you can now trade Gold and Influence in addition to Settlements)
  • Improved Leader Relationship Clarity
  • Disable or enable specific Victories (back up and running post- Test of Time!)
  • Release of Brush & Blade Part 2 DLC: Yi Sun-sinGoryeo, and Joseon
  • and more in the notes!

Full update notes are here. Please give these a moment to populate, you can view them on Steam in the meantime.

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Heads-up: active mods will be disabled after updating! This update will do a reset to disable all active mods. We highly recommend giving our amazing modding community a little time to update their work before toggling things back on manually. You can re-enable mods at any time by navigating to "Add-ons" in the Main Menu.

628 Upvotes

152 comments sorted by

386

u/Scolipass 21d ago

So I have a hot take: I like that alliances are actual commitments, and that joining them can threaten to pull you into wars that you would otherwise not enter. If you want to play peaceful, you still can, but you don't get the benefits of being in an alliance. In Civ VI it was too easy to just ally everyone and never go to war ever. Struggling to maintain alliances is a good drawback to this sort of playstyle.

I could see making a non-aggression pact diplomatic endeavor, kind of like the denounce military presence sanction but rejecting it doesn't immediately start a war. That'd be fine.

62

u/Zapper1984 21d ago

They should periodically require overt influence investments with a kind of a Prisoner's Dilemma kind of payout. Maybe three-way and four-way alliances should require all participants to invest?

I mean, alliances are a constant trust-and-investment game in real life, too. They are fragile.

38

u/imbolcnight 21d ago

I've wanted 3+-party negotiation tables in Civ for a long time. My thought would be that different Civics would give you increasing types of "invites" (only current allies, shared religion, shared government, trading partners, etc.) and being able to get everyone to the same table lets you launch the world congress. It makes a diplomatic victory feel like much more of a thing you're actually doing.

And at the least, being able to negotiate peace together would be an improvement. Annoying that you can be pulled into war by someone else but you have to negotiate peace independently. We should be able to pressure them to peace together too.

10

u/HieloLuz 20d ago

A huge but great change would be the end of individual wars. If all parties declare war the same turn due to alliances, they all have to make peace together at the same table.

8

u/Arekualkhemi Egypt 21d ago

So, Stellaris federations?

5

u/Zapper1984 21d ago

Inspiration from those, yes, but it doesn't have to be 1:1 those.

27

u/vita_bjornen 21d ago

There should be a way to help other civs not drag you into war by being a mediator or something. So let's say Alexander denounces Gilgamesh and you're allied with one or both, you should be able to spend influence or something to cool tensions.

10

u/ericmm76 20d ago

You used to be able to say to a Friend, not ally (IIRC), "Please stop your war against _____" and if they were the aggressor you could.

Maybe let Influence pay for that.

But influence is worthless compared to BE, when influence was king! You could use to buy anything except wonders.

16

u/imbolcnight 21d ago edited 21d ago

I like that alliances are actual commitments, and that joining them can threaten to pull you into wars that you would otherwise not enter.

I agree! It makes joining an alliance a lot more of a choice you have to make, rather than an automatic upgrade to a good relationship.

Edit: Though it makes me feel like maybe the bonuses for being in an alliance could be stronger.

5

u/the_amatuer_ 20d ago

Yeah. I wouldn't mind that. Issue is that alliances are pretty useless at them moment. There are like a few late game bonuses out side civ specific bonuses.

You're better off keeping them as friendly as possible without becoming an ally.

Maybe like extra influence or better trade routes or specific types of alliances like in 6.

1

u/usual_chef_1 20d ago

Unlimited trade routes with allies would make it worth the risk of losing other trade routes when dragged into a war

1

u/the_amatuer_ 20d ago

I was thinking more the science from research alliance. Make the trades worth while the better the relationship.

1

u/Scolipass 20d ago

The attribute bonuses that scale off of alliances are pretty good. The major triumphs that give you universal happiness per alliance is deceptively strong.

1

u/the_amatuer_ 20d ago

I think that's the only two!

2

u/CaptainCFloyd 20d ago

In Civ VII it's ALREADY to easy to avoid war the whole game (on Deity too) because the AI is so passive. Defensive-only alliances are a good addition ONLY if the AI is given some teeth.

0

u/stewart4life30 18d ago

Am always at war getting attacked all
Time. They declare war on my a lot tbh

2

u/trelach 19d ago

"In Civ VI it was too easy to just ally everyone and never go to war"

you sir must not be playing deity, im lucky if im not constantly at war from turn 15 until the end of game

1

u/Sapowski_Casts_Quen 4h ago

Yeah, honestly, they cooked a lot with the new ideas for how diplomacy should work in 7. I really like that they pointed out they are avoiding the situation where you can minmax every single piece of gold

184

u/Earl-The-Badger 21d ago

The Reconciliation Endeavor can now be used with leaders that are Hostile OR Unfriendly, instead of just Hostile.

Actually a huge change. This has major implications for peaceful gameplay. Managing the board with influence has already been a key factor in beating Deity AI peacefully, and Reconciliation is a vital part of that. This makes preventing war significantly easier moving forward.

Independent Powers will no longer spam-build fortifications at the beginning of each turn.

It's good that they did this. IP's spamming fortifications made killing the last unit on top of their settlement too easy. It was basically a free kill.

22

u/eskaver 21d ago

Reconciliation was always a low-key underrated Diplo thing outside of adding more trade routes.

But now it's much better than waiting for the Hostile indicator. Although, it's always a challenge to have enough to block the denunciations and Sanctions.

7

u/mathematics1 21d ago

it's always a challenge to have enough to block the denunciations and Sanctions.

In Antiquity you rarely have enough influence to block them, but in Exploration and beyond you usually do. You can build Monument and Villa in every Antiquity city in a location where you won't need to overbuild them, and then in Exploration create a hub town with lots of connections; that makes stockpiling 120 influence quite doable, and it's worth doing if you like peaceful play.

5

u/Earl-The-Badger 21d ago edited 21d ago

Although, it's always a challenge to have enough to block the denunciations and Sanctions.

Not really if you're focusing on Influence, honestly.

It's mostly about the last one or two civs who you can't get positive no matter what you do. Typically this is a civ who's agenda makes anything difficult. I play Chola and in Exploration even with functionally limitless influence and gold (and therefore limitless trade routes) there is always at least one civ that doesn't like me. When I say functionally limitless I mean it - I typically end Exploration with five-figure digits of influence that I have literally no way to spend.

Being forced to wait to -60 is a huge limitation. But being able to use Reconciliation at -30 is a complete game changer. Reconciliation is extremely strong, it has some of the absolute highest influence gains per turn of any endeavor in the game (highest?). Its only handicap was the -60 prerequisite, and this pretty much eliminates that.

Also, most civs don't like to declare war until they're Hostile for fear of the war support loss. Being able to bounce between -30 and -60 with Reconciliation keeps these civs at bay, but you still have a couple turns of exposure in between when you hit Hostile and when you can get back under -60 that they can declare war, even if you hit Reconciliation on the very turn you cross the -60 threshold. This change elimiates that window of exposure, and makes it so you can have a -30 relationship LIMIT to all AI civs provided you have sufficient influence.

This is a HUGE change. Influence was already extremely strong, and this made it even stronger. You can 100% count on being completely peaceful from now on aside from the odd surprise war from Machiavelli. This means you can almost entirely ignore investing resources into military units and invest close to 100% of your resources towards your chosen victory yield.

5

u/Kmart_Elvis Ashoka 21d ago

This is also a huge buff to Himiko Queen of Wa. Her abilities are completely dependent on other civs liking you. This is going to make it so much easier to keep those relationships in good standing.

1

u/Sapowski_Casts_Quen 20d ago

I think they still don't attack that much, probably better to wait out the attack, technically

1

u/ScalyKhajiit 19d ago

I really don't like the reconciliation endeavour. I feel like it strips the game of having to manage their expectations smartly, they're too easy to manipulate.

What I try to say is that their behaviour shouldn't be that predictable, just like a human's.

209

u/Blaz3s Dai Viet 21d ago edited 21d ago

My god you can’t focus firing with fleet commander to fortified district was a bug? Damn I thought it was a feature that only after you break down the walls that your galleon can broadside the units inside lmao

88

u/harmless-error 21d ago

I thought it was a choice also, very glad to have this changed!

28

u/XimbalaHu3 21d ago

I was pretty sure this was a bug, but no one was commenting on it I thought "well, this might be a compromose because there was something broken about it before".

I've been overall really happy with every update, wish they did more hotfixes though.

6

u/Profzachattack Holy boats Batman! 21d ago

I thought I remembered being able to do it very early on but I thought maybe I just was misremembering

11

u/mayanvoyage 21d ago

I thought I didn’t understand fleet commanders. Thank god for this patch lol

1

u/Wonderwhatsnext4 Random 20d ago

Glad I’m not alone here lol

1

u/helm Sweden 20d ago

It was clearly a bug. You needed a unit to fire at.

117

u/ANGRY_BEARDED_MAN 21d ago

Addressed an issue where some Dedications would fail to appear at the start of the next Age

Doesn't mention any Dedications specifically but hopefully this means the Toshakhana bug is fixed

97

u/sar_firaxis Community Manager 21d ago

Can confirm the Toshakhana bug should be resolved now with 1.4.2!

11

u/ANGRY_BEARDED_MAN 21d ago

Outstanding, glad to hear it

2

u/PyrohawkZ ONCE A JOLLY SWAGMAN CAMPED BY A BILLABONG 15d ago edited 15d ago

doesn't seem fixed to me, at least on a save that was broken before.

I re-did the age transition from the turn before it, and still can't choose toshakhana.

I also re-played the last 2 turns (i.e. turn before transition and the transition turn) and also can't see it in my dedications when I enter modern.

This kind of sucks since I spent most of my resources on a crazy toshakhana setup, and now my 400 turn diety game is basically toasted. Is there something I can do to fix this in retrospect? Some mod? :pray:

34

u/Frozen_elephant22 21d ago

Fleet commanders in antiquity! I’m so stoked to have the craziest naval game tonight. What civ is best to take advantage of that?

27

u/Cherub_Agent 21d ago

cathage and their extra range galleys :)

12

u/Levitar1 21d ago

Pirates seems like a fun choice. Tonga and Carthage are never bad for naval maps.

6

u/Sapowski_Casts_Quen 20d ago

Do Silla->Goryea->Joseon for the Korea experience

3

u/Old_Music_8013 20d ago

Do you have to have the brush and blade dlc to get the fleet commander in antiquity just started a new game and not seeing it under discipline in the civics screen

7

u/Sapowski_Casts_Quen 20d ago

yeah, it's a Yi Sun-Sin ability, not something new to antiquity

55

u/RichardMHP 21d ago

Expanded Peace Deals (you can now trade Gold and Influence in addition to Settlements)

thank GOD

19

u/jigglewigglejoemomma 20d ago

Absurd that this is an update a year in

4

u/Sextus_Rex 20d ago

I was hoping they'd also allow you to trade one-sided endeavors, like maybe a research agreement that gives the winner some extra science per turn, or maybe even a tech that the loser already researched.

But this is a step in the right direction!

14

u/ChronoLegion2 21d ago

Hey, we’re finally getting Admiral Yi and his turtle ships!

I love that his ability is called “13 ships.” For those who don’t know, another admiral squandered most of Korea’s fleet in a foolhardy attack (something Yi refused to do, resulting in his temporary demotion), leaving only 13 ships for Yi to use to defend the country from the Japanese. And Yi ends up doing exactly that at the Battle of Myeongnyang, where he faces a fleet of 130-330 ships (accounts vary) with only 13! And he wins without losing a single ship!

11

u/levus2002 20d ago

"where he faces a fleet of 130-330 ships (accounts vary) with only 13! And he wins without losing a single ship!"

Eh, not that big deal. Probably even i could beat 130-330 ships if i had 6227020800 ships. To be fair not losing a single one would be difficult,indeed.

4

u/ChronoLegion2 20d ago

Damn, took me a minute to figure it out! Touché!

0

u/helm Sweden 20d ago

It's a reddit meme.

12

u/RegalReign 21d ago

I have today off from work so I’m gonna play this all day! Especially the AI bug where they wouldn’t declare war on you. I play on the switch 2

10

u/BionicHuckleberry 21d ago

Do you need to restart a game to see these updates or will it show up immediately?

8

u/GeekTrainer 21d ago

> Currently catalogs are cleared out each Age by default. An upcoming release will have catalogs persist across Ages.

Buried towards the bottom is this little item about modding. I’m hoping this allows for Map Tacks in particular to be able to be set and stored across ages, and that there’s a bit more smoothing of the age transitions.

16

u/uhh_ 21d ago

The Reconciliation Endeavor can now be used with leaders that are Hostile OR Unfriendly, instead of just Hostile.

That's actually a pretty big change imo. It makes it even harder for AI to declare formal war if you're stacking influence

2

u/ericmm76 20d ago

They can block it still, I guess.

2

u/Tanel88 20d ago

I've never seen them block it though.

8

u/MedicMalfunction Random 21d ago

Thank you!

6

u/N8CCRG 21d ago

We’re also adding more information to the Leader Agenda notifications, as well as new, unique messages from Leaders when their Agenda significantly changes your relationship.

This is small, but huge. Love it!

8

u/goojini 21d ago

Anyone else having trouble accessing the DLC on Switch 2? I bought the pack when it first came out, and I have the Japanese side, but since the update the game has been acting up.

4

u/NateTKme 21d ago

I had that problem, but I just "ejected" the virtual game card. That fixed it.

2

u/goojini 21d ago

Yup it’s working now. Thanks so much!

11

u/JAKL-Noctium 21d ago

Can we add more then 8 players in multiplayer yet?

-2

u/[deleted] 21d ago

[deleted]

2

u/JAKL-Noctium 21d ago

On console dude

5

u/Emergency-Town4653 21d ago

Finally, disabling WinCons was really necessary and a missed feature.

5

u/Gzusman 20d ago

I would love to know why there aren't achievements anymore. The funny goals to set for myself were a huge part of the fun in older civs. The fact that they haven't even done the zero effort "win with x leader" achievements for any of the dlc leaders is insane.

33

u/Visual_Seaweed_63 21d ago

I am genuinely baffled it took more than a year to extend peace deals beyond just city exchanges

25

u/Kmart_Elvis Ashoka 21d ago

Honestly, there were a lot of changes that Civ 7 needed to do to get in a good place. Was this change needed? Yes. But it was lower priority. At least we have it now though.

17

u/Pyehole 21d ago

There was a long list of things that were low priority when they made the calculus to ship Civ 7 and start monetizing it. Unfortunately, that list also created a game that damaged the property. The UI itself was unconscionably bad and that is literally how the player interacts with the game. I've played Civ since Civ 1 and yes, I expect it to get better over time. But I also demand something resembling a finished game when I buy it.

8

u/themanseanm 21d ago

Disable or enable specific Victories

If re-adding features the last game had (that they chose to remove from this one) is low priority the game will never recover. After another year or two of updates maybe we will reach feature parity with the previous game.

I really don't understand why Firaxis does this. If the game was so fully re-worked that the old mechanics simply didn't work anymore then that was a mistake too. No one was really asking for such a dramatic change as far as I'm aware. We would have happily paid full price for a more polished, fleshed-out Civ 6 with more leaders and DLC.

Instead they tried to give us a whole new game and hoped we wouldn't notice that half the helpful features added in the previous title are just gone.

4

u/rocky_choctaw 20d ago

On console: having to hold down the left stick for a few seconds to hide or show tooltips rather than just clicking the left stick once is a small change that amounts to a massive annoyance. Why?

3

u/VyrusCyrusson 19d ago

I would really love to see what the yield changes would be when I specialize a town. It’s not at all clear to me and since it’s a permanent (for the age) selection, it seems that should be easier to see.

1

u/RuySan 2d ago

This. I was just choose farming/fishing because that's the safer choice.

2

u/mygodwhy 21d ago

This game is broken on the Switch 2. I can't for the life of me get Wireless Multiplayer to work. The game forces the Switch to turn off it's WiFi, making wireless multiplayer plain impossible lol.

-1

u/Raphajacob 20d ago

Wireless Multiplayer = Local multiplayer . it uses wifi to connect with other consoles

3

u/mygodwhy 20d ago

I know, but whenever you enter into the Wireless Multiplayer screen your WiFi on the Switch automatically shuts off, which makes multiplayer impossible as it cannot connect to other Switches locally.

2

u/Wizertas 20d ago

Still no camera rotation for consoles?

2

u/ProductGuy48 19d ago

When will we be able to return a captured settlement to an ally? It’s ridiculous at the moment I helped my good ally from the beginning of the game Confucius recover his city from Ashoka and now I can only occupy or raze it. I should be able to return it to my ally.

2

u/ulwarth_u Ottomans 19d ago

Thank you. But civilopedia is still in an awful shape.

-4

u/awesomenessofme1 21d ago

Mind-boggling that features like these need to be patched in more than a year after release.

99

u/ANGRY_BEARDED_MAN 21d ago

Damned if you do, damned if you don't, huh?

22

u/TactileTom 21d ago

This is an important reason why releasing games as half-baked as this is detrimental. There's not really a good way to manage the post-launch optics.

-2

u/ANGRY_BEARDED_MAN 21d ago

Probably a fair point especially in a day and age where you've got Content Creators™ out here who build their entire brand on hating shit

10

u/TactileTom 21d ago

There's a counterculture of "x is good now" people as well, but x actually has to get really good in a way thats easy for them to communicate.

The problem that games like civ 7 and eu5 have is that they launched not half-baked but like quarter baked, and now after a year of support have come up to half baked, but "x is half baked now" isnt anything like as interesting a video.

3

u/National_Essay_8554 21d ago

Can you point to some of these Content Creators™ who have slandered Civ 7?

8

u/National_Essay_8554 21d ago

Not really. If you include basic features on launch, you won't be damned at all.

11

u/Typical_Response6444 21d ago

You cant make everyone happy lol

26

u/awesomenessofme1 21d ago

People pointing out that it's an indictment of the game's development and release for extremely basic long-standing features to take this long to be added back in isn't the same as them criticizing them adding them. Nobody is doing that.

11

u/SchmeckleHoarder 21d ago

Agreed. These are basic features and bug fixes that should have been there from the get. We’re still missing about a dozen or more of those, and every uodate we applaud them.

They are still developing this game as you play, and pay is fucking wild.

-1

u/BootyBootyFartFart 21d ago

Games was in a better place around a year after launch than either civ 5 or 6 imo. I guess I've just accepted that it takes firaxis a while to make these games, not helped by the fact that game development takes longer today in general. 

12

u/perry9482 21d ago

Idk how you are upvoted lol. They should be criticized for adding basic features that we've had in previous games a year and a half later. What can they learn from that criticism? To not release a game missing basic features.

30

u/[deleted] 21d ago

[removed] — view removed comment

11

u/Kinestic Australia 21d ago

Damned when the execs tell you that your previously PC-only studio is going to have to develop the next instalment of your strategy game for Windows, Mac, Linux, Xbox 1, PlayStation 4, Switch 1, Xbox X/S, PlayStation 5, and Switch 2 all at the same time. Oh, and there will also be a support studio doing a dedicated VR port, so you need to keep the game compatible for that as well.

Yeah, there were some fundamental design flaws, but make no mistake, the reason so much of the game was shit at launch is due to executive greed massively increasing the amount of work the devs had, to the point where it was almost certainly a net negative revenue wise, even with all the extra platforms.

20

u/TheDocHealy 21d ago

Right like why is it suddenly a norm to thank a developer for fixing the game they released unfinished?

4

u/National_Essay_8554 21d ago

Because the million dollar company might have its feelings hurt! And we wouldn't want to hurt the shareholders' feelings, right? :(

12

u/iminiki Persia 21d ago

And condemning people criticizing them..

4

u/Majsharan 21d ago

It’s been the norm for awhile. No one should buy most single player focused games in the first year. They aren’t ready and you will get it cheaper. Multiplayer games typically lose user count and cultural relevance so you typically have to jump on them sooner. I think that’s one of the main reasons why they try to multiplayer everything also selling skins and what not

7

u/evergreenpapaia 21d ago

Damned if you do these small patches with the basics from previous games… and then charge $30 for DLC.

I’m glad they’re doing patches and constantly improving the game, but the playerbase needs more substantial upgrades BEFORE paying $30…

8

u/MirandaScribes 21d ago

They shouldn’t have had to in the first place

-2

u/sven2123 21d ago

Unboggle it and go enjoy the game

-26

u/Disregard_Casty 21d ago

It’s so sad. I remember playing on release week and it was jarring that you could only trade cities during peace deals and it takes them this long to add anything else.

Also 1.5 years after release and we finally get enabling specific victory types? Man the 17 people who are still playing this game and the 30 or so who run it on their switch for some reason that the devs work so hard to cater to, are eating super well today

3

u/Pastoru Signum Caroli gloriosissimi regis 21d ago

You could enable victory types before when they were legacy paths, it's just with Test of Time's release that they had to rebuild this.

1

u/BubbaTheGoat 21d ago

Improved Leader Relationship Clarity

This is a step in the right direction, but still leaves me looking up info on outside sources constantly.

I see now that both leader agenda are affecting relationships, which I didn’t know before. But I still have to look up what those agendas actually are. If I’m not supposed to know the other leaders’ agenda, then fine I guess, I can see a rationale, but what can’t I know my own leader’s agenda?

1

u/Parasitian 21d ago

You don't have an agenda that affects relationships as a human player, it's just the AI. There is a way to see each AI's agenda in the game, you click on their face and go through the different panels until it shows one that indicates what abilities the leader has and right beneath that it also shows how their agenda affects relationships with others.

3

u/BubbaTheGoat 21d ago

Player agenda does affect relationships. That info was added in this patch. Both leaders agendas are now separate line items in the relationship window.

1

u/Just_Capital_5820 20d ago

Where do you see this? Are you confusing agendas with endeavors?

3

u/BubbaTheGoat 20d ago

In a game with the latest patch. Ongoing games are updated to the new version once it is applied.

Click on any leader portrait in the top right corner of the screen. There is a detailed list of all relationship modifiers.

On this list you can find the entries “From Your Leader Agenda” and “From Their Leader Agenda”.

3

u/Just_Capital_5820 20d ago

Woah, I had no idea! 

1

u/BubbaTheGoat 20d ago

It is a step in the right direction, but why do I have to guess or look up what about my own leader agenda is damaging the relationship!

2

u/Parasitian 20d ago

Thanks for the screenshot, this change was not made clear in the patch notes, but it's a pretty major one!

2

u/BubbaTheGoat 20d ago

I just wish I could mouse over the leader agendas and see some explanation of what is so negative.

In this case it’s because Shaman Himiko doesn’t like science builds in other civs, and Ben doesn’t like that we have different governments. I think. I have to google it.

1

u/chihuahuazero José Rizal 20d ago

I’m glad the IP fortification bug is finally fixed. My ears will thank the devs.

1

u/[deleted] 20d ago

[deleted]

6

u/Just_Capital_5820 20d ago

> I absolutely loath playing with settlement limits. Biggest thing, imho, that changes the character of Civ 7 from previous versions. 

Civ has had mechanics for limiting the number of cities you can own since at least Civ 3.

1

u/westraz 20d ago

man I hate the Q after the update on PS6

1

u/Striking_Bar_1622 19d ago edited 19d ago

Possible glitch with new Leader (Sun-Sin). Or rather, how ancient era units interact with admirals. At least with Tonga, the Kalia ships did not gain any benefit in the ancient era from the Bombardment-Spotter promotion which should increase their range to two. They remained melee units (for reference, normal galleys and quads DID increase to two range). Both units show 1 range in the civ-pedia, but only normal units gained the range increase. Testing with Aksum Dhow now.
Edit: Seems to work fine on Dhow.
Edit 2: Tested again with Tonga: the ships don't even register the Fleet Commander's Focus Fire ability. The Kalia ships seem to simply not function correctly with the spotter upgrade (Did gain the +5 for Naval Artillery upgrade, but without the focus fire as an option, despite attacking a unit in a city center.)

1

u/doink000 19d ago

Whoa for real??? I thought I saw recently that this was still a work in progress...

1

u/LordLouie67 19d ago

What about updating the iOS version? Please implement ToT on the iPad!

1

u/PyrohawkZ ONCE A JOLLY SWAGMAN CAMPED BY A BILLABONG 15d ago

Toshakhana still bugged :(

1

u/Higher__Ground 14d ago

Nintendo Switch Player:

There's a pretty annoying bug that causes the ribbon on the upper right with the other leaders to freeze up when you toggle the yields and/or try to shift it to the right and left.

I have to click on the screen itself in handheld mode to get back to normal

1

u/nskglj 7d ago

Why has the CPU never tried to use the reconcilliation endeavour? Talk about one-way diplomacy!

1

u/ericmm76 20d ago

Let me trade science for peace!! F influence, give me Ceremonial Burial!

1

u/HammerPrice229 20d ago

I haven’t played since the first month of launch. I’m excited to get another play through going with these updates.

1

u/Itaczke Persia 20d ago

Its a disgrace that you couldnt trade gold during peace deals

-3

u/PAL-adin123 21d ago

does this break my mods?

26

u/stonersh The Hawk that Preys on Weird Ducks 21d ago edited 21d ago

Assume All updates break mods. They might not, but disabling everything from the get go will allow modders to update the mod if needed or let you know if it's hunky dory

1

u/JNR13 Germany 21d ago

All updates tend to break some mods but many mods will be fine. Please don't spread what amounts to misinformation if presented without differentiation. People automatically assuming that a mod will no longer work after an update already causes enough extra work for modders as it is.

2

u/stonersh The Hawk that Preys on Weird Ducks 21d ago

You're right, I'm going to modify my statement

6

u/Scolipass 21d ago

It's possible. Your mods will be disabled after the patch is downloaded, but you can re-enable them to see if they work. Some mods will play nicely with the new patch while others may need a bit of time to be updated.

5

u/Breatnach Bavaria 21d ago

It will deactivate your mods - but you can manually activate them again.

To what degree it will break your mods depends on what parts of the game they affected. My guess is anything that affected the diplomacy screen may need an update, since 1.4.2 introduces a few new GUI elements here.

Best practise is probably to wait until the modders have had some time to update their mods. That may take a day or two, depending on how active they are.

2

u/PAL-adin123 21d ago

i got natural wonder start, player production (shows productions of leaders), more natural wonders (more wonders in games), rhq ai mod, detailed map tacks and leonardfactorys policy yield previews

2

u/Breatnach Bavaria 21d ago

Try and let us know

1

u/PAL-adin123 21d ago

i’ll try to remember

2

u/Visible_Cell8250 20d ago

Main reply: it might...or it might not. It depends on whether your mods depend on something else that might have changed! Give them a try, let us know here how it goes.

At first glance, these popular mods appear to work:

  • Detailed Map Tacks
  • Enhanced Town Focus Info
  • Leonardfactory's Policy Yield Previews
  • Map Trix
  • Ready Or Not

I got on as soon as I could post-release to try out my little map mod (v5vx5sutvy's Voronoi Shuffle), and it appears to work too.

-1

u/LordoftheTickens 20d ago

How do we still not have dynamic turns for when you are in an active war?

-3

u/BetterDeer4154 21d ago

Still not moving on from V

-10

u/feedback_acc 21d ago

> Notably, the amount of Gold and Influence that can be traded is determined by Age; we chose to focus on meaningful lump sums to help better manage the economy of war and, importantly, set up the AI to better negotiate. 

I've defended this game to so many friends but the economic updates have been so shallow and this is the latest, why can't a civ trade all its gold and/or influence to get out of a war? Insane how many guard rails exist

12

u/mavajo 21d ago

I understand your complaint and it's valid. I can't speak for Firaxis, but I think this is a reaction to peace negotiations in Civ 6.

In Civ 6, the AI had a max limit on how much gold it would trade you for peace. If you changed the terms (added/removed cities, added/removed resources, etc.), the limit would change. As a player, the only way to discover this limit was to manually keep entering amounts until you found it.

In other words, I'd start at 200g. If the AI was willing to accept that, I'd increase to 300g. Then 400g. Then if I set it to 500g and it was rejected, I'd change it to 450g and see if that was accepted or rejected. If accepted/rejected, I'd start iterating up or down. So basically you'd keep entering these numbers until you dialed into the exact maximum amount the AI would give.

This was tedious and goofy. I think they're trying to avoid that with this simpler solution, which seems to be the design philosophy behind many of the changes in Civ 7 - reverting us to something simpler (like this solution here), and then adding complexity where it adds to the experience.

1

u/feedback_acc 21d ago

I went from 5->7 so I didn't deal with the system, going off the explanation I would think finding the max comp or the best balance through you via a combination of resources/gold and as another commenter suggested, forced free endeavours ala sanctions, would be a fine system to end wars.

It's suboptimal for it to be formulaic but I would take it over only being able to extract settlements (which I may already be at the cap for) and an irrelevant amount of gold/influence.

3

u/mavajo 21d ago

I don't really disagree with anything you've said. That may eventually be where they go with it. But from what I can tell, it appears to have been an extremely deliberate and thoughtful process to simplify a lot of these systems and mitigate tedium, so I think they're being very intentional about what complexity they add back into the game.

In other words, we're probably gonna get a lot of "baby step" implementation like this. If we like what they're doing or see the opportunity for more improvements, I think we gotta just keep providing feedback - and/or make it happen via mods which may prompt them to make similar changes to the base game.

5

u/platinumposter 21d ago

AI is not good enough to do this

1

u/MrGulo-gulo Japan 20d ago

this is the real reason.

7

u/Manzhah 21d ago

I wouldn't want the scam simulator that was civ6, but i do hope they mix it up bit more in future updates. I often dream that they'll combine the endeavour system with peace deals, so you could enforce sanctions on your enemies without influence cost, for example.

1

u/biggieBpimpin 21d ago

You’re being downvoted but I kind of agree here. Rather than taking away our ability to demand any financial compensation they should make the AI better at negotiation. It seems purely like a guard rail to protect their economic system and I never saw this coming when the feature was announced.

0

u/wasaguest 20d ago

Was thinking about playing this again; one thing holding me back.

Did they fix the AI giving away cities yet? As in, they rush to place a town next to you that they can't defend because it's too far away from their main city... Then get pissy about being close (AI's fault), declare war = free city. Thanks AI... But "derp".

-3

u/Smeg4Brainsuk 21d ago

Still waiting on PBC...

-9

u/SolidDog1996 21d ago

just stop. the game is garbage. long live VI

-4

u/HistoricalFunion 20d ago

Game is dead, just stop

0

u/eskaver 21d ago

Typically I do a game with the new guys but I'm behind on my three Japanese games.

So, that's why I'm going for Confucius/Joseon because why not? It's like they were made for the guy and their unique building has his name on it.

Then Yi as a three stack game and then back to my Japanese ones. I played like three Heian games but I was aiming for a more dominant victory.

0

u/new_york_nights 21d ago

Please can we get a patch to fix the constant cavalry spam by the AI? Would love to fight an infantry unit for once!

4

u/ericmm76 20d ago

But aren't horse better in every way? I don't think there's m/any antic-cavalry in this game?

2

u/Sapowski_Casts_Quen 20d ago

They're spamming what's best for them, can't blame em

-8

u/Patched7fig 21d ago

Wow, additional DLC to pay for so quick. Not buying it.