Firaxis, the developer behind Civilization 7, has released patch 1.0.1, addressing player concerns following the game's full launch. The initial advanced access period garnered mixed Steam reviews, prompting Firaxis to tackle several key issues.
Community feedback largely focused on the user interface (UI), limited map variety, and a perceived absence of expected features. Take-Two CEO Strauss Zelnick, while acknowledging negative press and player reviews in an IGN interview, expressed confidence that the established Civilization fanbase would grow to appreciate the game with increased playtime, characterizing its early performance as "very encouraging."
Now available to all players, not just those with early access, patch 1.0.1 (referred to as Patch 2 on Steam) is the first in a series aimed at incorporating player feedback. Importantly, cross-play multiplayer has been temporarily disabled to streamline PC updates, resulting in a potentially different patch release schedule compared to consoles. This change only affects cross-play between PC and console players; console-to-console and PC-to-PC multiplayer remain unaffected.
Civilization 7 Patch 1.0.1 (Patch 2) Patch Notes (PC/Mac/Linux/Steam Deck):
Gameplay:
- Addressed an issue causing shortened Ages in Epic and Marathon speed games.
- City-States now transition into Friendly Independent Powers during Age transitions instead of disappearing. They also begin with more units in Exploration and Modern Ages.
- Resolved inconsistencies in naval combat: Naval units now use correct combat strength values, receive reciprocal damage, and move consistently to attacked tiles after combat.
- Completing a Legacy Path milestone no longer grants Modern Age progress, allowing more time for victory completion.
- Towns automatically revert to growth focus if their chosen focus becomes ineligible (e.g., population decrease).
- The "Future Civic" is now repeatable across all Ages, with increased costs for repeated selections.
- Fixed an issue where excessive growth bonuses resulted in negative food requirements.
- Improved rail network reliability for settlements connected via water by building ports (provided the capital has a port or rail connection to a settlement with a port).
- Enhanced Loyalty Crisis management in the Antiquity Age by allowing Villa purchases in towns during the crisis.
AI:
- Reduced AI offers of high-value cities during peace deals.
- Decreased AI war declarations at the start of the Modern Age.
- Increased AI consideration of ideology before war declarations or peace offers in the Modern Age.
- Adjusted AI war and peace desires based on ideological alignment with the player.
Camera:
- Fixed a native-resolution issue causing the camera to focus on the map's lower end when clicking the minimap.
UI:
- Temporarily replaced the Simplified Chinese font with the Civilization VI font pending further improvements.
- Resolved an issue preventing the Settlement menu from opening when clicking a non-player's Settlement Banner.
- Fixed a problem where yield icons didn't appear on buildings after town-to-city conversion.
- Corrected text cutoff on the Global Yields Breakdown screen.
- Added notifications for completed espionage actions.
- Removed the appearance of purchasable city projects.
- Prioritized the display of the current religion in belief picker tabs.
- Fixed a lingering District health bar after full healing.
- Resolved missing leader portraits after relationship changes.
- Improved alignment of leader names and portraits on the Age Summary overview screen.
- Fixed a default background color issue in the Player Customize tab.
- Improved spacing between Civ descriptions, unique units, and building icons on the loading screen.
For further strategic guidance, consult our guides on achieving every Civ 7 victory, understanding key changes for Civ 6 players, avoiding crucial mistakes, and navigating map types and difficulty settings.