Civilization 7 Patch 1.0.1 Addresses Some of the Negative Feedback From Advanced Access
Firaxis, the developer behind Civilization 7, has released patch 1.0.1, addressing player concerns following the game's full launch. Steam user reviews during the advanced access period were mixed, primarily citing issues with the user interface (UI), limited map variety, and missing anticipated features.
Take-Two CEO Strauss Zelnick acknowledged negative feedback in an interview with IGN, but expressed confidence that the core Civilization fanbase would appreciate the game with more playtime, describing early performance as "very encouraging."
Patch 1.0.1 (also referred to as Patch 2 on Steam), available for PC, Mac, Linux, and Steam Deck, is the first of several planned updates addressing advanced access feedback. Cross-play multiplayer has been temporarily disabled to expedite PC updates, impacting only cross-platform 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:
Gameplay:
- Resolved an issue causing shorter-than-intended Ages in Epic and Marathon speed games.
- City-States now transition to Friendly Independent Powers during Age transitions instead of disappearing. They also begin with more units in the Exploration and Modern Ages.
- Addressed inconsistencies in naval combat:
- Naval units now use correct combat strength values when attacking other naval units.
- Reciprocal damage is correctly applied after naval unit attacks.
- Naval units move more reliably to the attacked tile after defeating an enemy.
- Completing a Legacy Path's final milestone no longer grants Modern Age progress, allowing more time for victory completion.
- Towns automatically resume growth focus if their chosen focus becomes ineligible (e.g., due to population decrease).
- The "Future Civic" is now repeatable in all Ages, with increased costs for repeated selection.
- Fixed an issue where excessive growth bonuses resulted in negative food requirements for the next growth event.
- Improved rail network reliability for settlements connected over water via 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:
- AI now offers high-value cities less frequently during peace deals.
- Reduced AI war declarations at the start of the Modern Age.
- AI now considers ideology more heavily before declaring war or offering peace.
- Adjusted AI war/peace desires based on opposing ideologies.
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 future improvements.
- Resolved an issue preventing the Settlement menu from opening when clicking a non-player's Settlement Banner.
- Fixed an issue where yield icons didn't appear on buildings after town-to-city conversion.
- Corrected text truncation on the Global Yields Breakdown screen.
- Added notifications for completed espionage actions.
- City projects are no longer incorrectly displayed as purchasable.
- The current religion is now displayed first in belief picker tabs.
- Fixed a persistent District health bar issue after full healing.
- Resolved an issue where Leader portraits disappeared after relationship changes.
- Improved alignment of Leader names and portraits on the Age Summary overview screen.
- Fixed a background color issue in the Player Customize tab.
- Improved spacing between Civ descriptions, unique units, and building icons on the loading screen.
For further strategy tips, 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.
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