Sid Meier’s Civilization VII (Switch, Switch 2): all the updates (latest: Ver. 1.4.0 – Test of Time)
On this page, you will find all there is to know about the various updates for Sid Meier’s Civilization VII on Nintendo Switch and Nintendo Switch 2.
Archives: launch to December 2025
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Sid Meier’s Civilization VII – Ver. 1.4.0 (Test of Time)
- Release date: May 19th/20th 2026
- Patch notes:
Gameplay
AGE TRANSITIONS
- Added a new Civ Selection screen to better present the options of staying as your civ versus swapping.
- Civ selection now happens at the end of the current Age, letting you review your empire before committing.
AI
- Made various improvements to AI leaders’ ability to pursue Victory.
- DLC leaders should now do a better job of selecting their associated civs based on Game Settings.
COMBAT
- Added Auto Pan to Combat, meaning the camera will automatically pan to combat events. This can be disabled in the settings, and is enabled by default.
- Adjusted values for War Weariness.
- Dev note: As iteration continued on the Happiness economy, we found the Unhappiness of War in Exploration and Modern was not as impactful as we would like. Now, Unhappiness increases by +2 per Settlement in Exploration and +4 in Modern, compared to Antiquity. New values (Settlements founded by you/other civs/someone you are at war with):
- Antiquity: 3/5/7 (unchanged)
- Exploration: 5/7/9
- Modern: 7/9/11
- Dev note: As iteration continued on the Happiness economy, we found the Unhappiness of War in Exploration and Modern was not as impactful as we would like. Now, Unhappiness increases by +2 per Settlement in Exploration and +4 in Modern, compared to Antiquity. New values (Settlements founded by you/other civs/someone you are at war with):
- Razing is now faster; the Settlement loses 1 District per Age per turn (Previously: 1 District per turn).
DIPLOMACY
- Adjusted Diplomatic action scaling.
- Dev note: We’ve found a lot of success in using cost-scaling to better pace and balance game content, so we’re bringing it to Diplomatic Actions. While we plan to expand Diplomacy gameplay in the future, these changes will help smooth out the late-game Influence economy for players now. Here are some of the changes:
- Improve Trade Relations: Now has a 25% increased Influence cost each time it is performed.
- Befriend Independent: Now increases by 20% per active Action and Suzerained City-State.
- Itsaraphab (Siam Unique Action): Now has 10% increased Influence cost per number of Suzerained City-States and active Befriend Independent Actions.
- Dev note: We’ve found a lot of success in using cost-scaling to better pace and balance game content, so we’re bringing it to Diplomatic Actions. While we plan to expand Diplomacy gameplay in the future, these changes will help smooth out the late-game Influence economy for players now. Here are some of the changes:
ENVIRONMENT
- Lighting has been upgraded with new Sun Settings and HDR texture to bring out the environment and Units’ colors and shadows better. This change also improves the visuals for leaders and Independent Powers skin tones, shadows, and backlighting.
- Implemented regional architecture for each Time-Tested civilization for all Ages.
- Implemented Palace and City Hall assignments for Time-Tested civs outside of their Apex Age.
- Made several additions to regional architecture, including:
- Exploration South Asian Set
- Antiquity Pacific Set
- Exploration Pacific Set
- Modern Pacific Set
- Antiquity Eastern European Set
- Exploration Eastern European Set
- Modern Native American
- Exploration North African Set
- Modern North African Set
ECONOMY
- You can now claim unimproved plots from your other nearby Settlements during a Growth event. While this is limited for now, we’re looking into expanding this to placement events in the future.
- Civ and leader game effects for “Settlements not founded by you” have been changed to “Captured Settlements from any Age.” This allows those Yield bonus effects in captured Settlements to persist across an Age Transition, rather than resetting. Other effects, like Influence penalties and Unrest from conquest are still limited to the Age in which that Settlement is conquered. Affected civs and leaders are: Assyria, Maurya, Persia, Mongolia, Normans, Prussia, and Xerxes, King of Kings.
- Specialists no longer have a base Yield (Previously: 2 Science and Culture). Instead, they now give 100% of their tile’s Adjacency Yields as additional Yield. (Previously: 50%). Most generic bonuses to Specialists base Yield have been updated to include an increased Maintenance cost.
- Specialist Maintenance costs have been updated (Previously: 2 Food and Happiness). Specialist costs on Current-Age and Unique Ageless Buildings increase by Age (now 2/4/6 Food and Happiness). Specialists placed on Warehouse or Obsolete Buildings cost 1 Food and Happiness per turn (not per Age).
- Adjusted the Growth Curve in later Ages to better pace Population growth, particularly Specialist placement.
- All Town Focuses have been updated across all Ages. Scaling by Age has been removed from Town passives. Almost all Towns now have the ability to purchase a subset of Buildings when a Town Focus is chosen, and are no longer limited to Tier 1 buildings.
- The impact of local Happiness has increased to -5% negative Yields per point of Unhappiness (Previously: -2%), to a maximum of -80% Yields in an Unhappy Settlement. Negative Happiness does not apply to a Settlement’s Food.
- The negative Happiness applied to each Settlement for exceeding the Settlement Limit is now uncapped. (Previously: -35 max)
- The costs of many Techs and Civics have been adjusted.
- Almost all passive Yield increases on the Tech Tree have been removed. Some have been replaced with other bonuses and the Tech Tree has been reorganized to accommodate. A new node in Modern, Computation, has been added to better balance the late-game Tech progression in Modern.
MEMENTOS
- Artilleryman’s Gloves: Now gives +2 Culture for each Army Commander Promotion. (Previously: +1 Culture per Age for every Army Commander Promotion.)
- Dev Note: We changed a few of the Mementos that scaled on the number of Commander Promotions to no longer scale per Age. This is part of an overall pass to remove most “double-scaling” effects. Since you naturally have more Commander Promotions, the Age-scaling no longer felt necessary. When choosing which scaling to keep, we prefer to pick the one the player has the most control over.
- Bifocals: Now gain +25 Influence per Age after researching a Technology. (Previously: Gain +50 Influence after researching a Technology or Civic Mastery.)
- Dev Note: As one of Ben Franklin’s Mementos, we updated it to align more with his abilities when we updated Ben Franklin (see Leaders section below).
- Chanda-Mahasena: Now gives +3 Combat Strength against Fortified Districts for all Units during a Celebration. (Previously: +5 Combat Strength.)
- Corona Civica: Now gives +1 Settlement Limit each Age, but +50% Convert to City cost. (Previously: +1 Settlement Limit per Age, but +50% Convert to City cost.)
- Dev Note: We updated a few effects that worked like this to no longer scale per Age, including Xerxes, King of King’s ability and Alexander’s new Gordian Knot Memento.
- Flag of Jhansi: Now gives +2 Influence for each Army Commander Promotion. (Previously: +1 Influence per Age for each Commander Promotion.)
- Glass Armonica: Now gives +15 Science and Happiness per Age when in an Alliance for you and your ally. (Previously: +10% Science and Happiness when in an Alliance for you and your Ally.)
- Dev Note: This change is part of the continued removal of percentage bonuses in generally available abilities.
- Gold Snuff Box: Now gives +20 Food per Age in Cities when in only one Alliance. (Previously: +20% Food when in only one Alliance.)
- Joyeuse: Now gives +1 Happiness per Age on Cavalry Units stationed on a Palace or City Hall. (Previously: +2 Happiness for every Cavalry Unit.)
- Kiem: Now gives +2 Science for each Army Commander Promotion. (Previously: +1 Science for every Commander Level.)
- Mascapaycha: Now gives +1 Gold from Specialists. +1 additional Gold on Specialists in tiles adjacent to Mountains. (Previously: +1 Gold and Food from Specialists in tiles adjacent to Mountains.)
- Dev Note: With the Specialist changes in this patch, we are more careful about giving Food and Happiness effects to Specialists. This Memento joins the Analects and Altar Set Mementos in giving players a way to get default Yield on Specialists now.
- Noli Me Tangere Memento: Now gives +1 Science, Culture, and Gold per Age for each Major Triumph completed in an Age. (Previously: +10% to Science, Culture, and Gold per Age for each Legacy Path completed.)
- Poteskwate: Now gives +1 Food per Age in Towns for each City-State you are Suzerain of. (Previously: +1 Food per Age in Settlements for each City-State you are Suzerain of.)
- Dev Note: Since we adjusted Tecumseh’s abilities (see Leader section below), we adjusted his Mementos to match. When Mementos duplicate parts of a Leader’s abilities, we prefer them to either match or be slightly weaker versions of the core ability. This lets the leader stand out while also having the option to double down.
- Saddle: Now gives +1 Food per Age on Cavalry Units stationed on a Palace or City Hall. (Previously: +1 Food per Age per Cavalry Unit Stationed on a Town Center.)
- Shisa Necklace: Now gain +50 Influence per Age when you become Suzerain of a City-State. (Previously: Gain +100 Influence when you become Suzerain of a City-State.)
- Sulde: Now gives +1 Culture per Age on Cavalry Units stationed on a Palace or City Hall. (Previously: +1 Culture per Age for each Commander Promotion.)
- This previously overlapped with the Artilleryman’s Gloves Memento, so we redesigned it to match some other Cavalry-focused Mementos.
- Uraeus: Now gives +10 Culture per Age in Cities with at least 1 Wonder. (Previously: +10% Culture in Cities with Wonders.)
- Wampum Belt: Now gives +1 Production per Age in Cities for each City-State you are Suzerain of. (Previously: +1 Production per Age in Settlements for each City-State you are Suzerain of.)
- War Club: Now gives +1 Combat Strength for Infantry Units for each City-State you are Suzerain of. (Previously: +1 Combat Strength for all Units for every City-State you are Suzerain of.)
MAPS & RESOURCES
- Added new map type, Fractal Continents.
- Tile Yield is now differentiated across Biomes, and no longer scales by Age automatically.
- Dev Note: With this change, increasing the value of Rural tiles with Warehouses and other bonuses is an active decision. It also helps address some of the Yield bloat (especially Gold) in later Ages.
- Multiple Resources have been updated, mostly buffed.
- Adjusted spawning rules for Navigable Rivers. In short, we’ve lengthened the navigable section of longer rivers while removing really short Navigable Rivers to keep the total number of River tiles roughly equal.
- Updated Shattered Seas map so it now has better access to Distant Lands.
- Erosion can now erode multiple tiles deep into landmasses and is controlled by rules like avoiding plate boundaries (harder rock) and eroding more where westerlies / trade winds blow large waves into the coastline. This leads to subtle improvements in the shape of landmasses.
- We’ve tweaked what counts as an Island for some effects that cared about them. Now, land counts as an Island if it is a maximum of 30 continuous tiles surrounded by water. (Previously: 15 tiles). This affects Hawaii’s unlock condition and the Nan Madol Wonder.
UNITS & BUILDINGS
- Treasure Convoys now only validate their path on their last move; no more resetting your entire fleet’s destination when one ship arrives.
- Production Buildings no longer contribute to the increased cost scaling for future Buildings in that Settlement.
- Dev note: We love to take opportunities to make Buildings matter beyond just providing Yield. Having Production Buildings not impact Production costs matches Gold and Happiness Buildings not requiring their respective Yields as Maintenance costs.
- Food and Production Warehouse Buildings no longer count as Food and Production Buildings, respectively, for effects that care about those types of Buildings. Effects that will affect Food and Production Warehouse Buildings now call them out specifically. This means effects like the City-State Bonus that provides Food to Food Buildings now only applies to Current-Age or Unique Ageless Food Buildings.
- Unique Improvements now scale in cost as you build more in the same Settlement. The cost increase for future Unique Improvements of the same type in a Settlement is 50% per previous copy. The Han and Ming Great Walls scale more slowly at 25% per previous copy. Building the same Unique Improvement in separate Settlements, or different Unique Improvements in the same Settlement has no impact on cost.
MISC
- Game Setup now lets you control if you want to see Time-Tested civs in your game, as well as how strongly we try to match leaders and civs to their historical pairings.
- Platform Achievements have been updated to reflect the removal of the Legacy Path system.
- Achievements that previously referenced the typed Legacy Paths of the Antiquity and Exploration Ages have been replaced with Achievements that reference the corresponding Major Triumphs instead.
- Achievements that referenced the Legacy Paths in Modern have been replaced with Achievements around the Diplomatic and Expansionist Major Triumphs in previous Ages.
- Challenges have been updated to reflect the new design.
- Foundation Path:
- New Tutorial Challenges were added referencing Triumphs, Dedications, and Traditions.
- Civ-based Challenges were updated to reference Triumphs instead of Legacy Paths.
- Legacy Path-based Challenges were updated to reference Triumphs. New Challenges were added to include Diplomatic and Expansionist Triumphs.
- New Challenges were added referencing Victories and Triumphs across Ages.
- Leader Paths:
- Challenges around completing Ages and Narrative quest chains remain unchanged.
- Challenges around completing Legacy Paths have been either updated to reference Triumphs or cut.
- New Challenges around the Diplomatic and Expansionist Triumphs, different types of Victories, and difficulty have been added.
- Foundation Path:
Leaders & Civs
LEADERS
- Added new free leader, Alexander.
- Ada Lovelace: Now gains Culture equal to 100% of your total Science per turn when you complete a Technology Mastery. (Previously: gain Culture equal to 50% of Science.)
- Ben Franklin: Now gets +5% Production towards constructing Buildings and +2 Science per Age for each active Endeavor you have started or supported. (Previously: +1 Science per Age for each active Endeavor you have started or supported, and +50% Production towards constructing Production Buildings only.)
- Harriet Tubman: Now earns a Migrant in the Capital whenever you complete an Espionage Action without being detected.
- Dev note: We’ve left the Memento that previously did this unchanged, so you can double down now.
- Himiko (High Shaman): Yields adjusted to +15% Culture and -15% Science; these effects still double during a Celebration. (Previously: +20% Culture but -10% Science.)
- Himiko (Queen of Wa): Now has a +100% Influence cost penalty when rejecting Diplomatic Actions.
- Ashoka (Renouncer): Unique Buildings now gain a Happiness Adjacency for all tile improvements. (Previously: All Buildings gain a +1 Happiness Adjacency for all tile improvements.)
- Dev note: With our Specialist changes being well received, we felt Ashoka had to change. Unfortunately, his abilities negated too much of the Specialist costs. While this is a significant shift in his abilities, we have a buff planned for him soon.
- Pachacuti: Specialists adjacent to Mountains keep their Maintenance reduction, but Specialists not adjacent to Mountains now have their Happiness Maintenance increased by +1. (Previously: Specialists adjacent to Mountains have their Happiness maintenance reduced by -2.)
- Dev note: While a nerf, this felt like a good opportunity to reinforce identity as we lean more into asymmetry and directional design. It felt appropriate for Pachacuti to require Mountains more than other leaders, and have a reason to fight over them.
- Simon Bolivar: Now gains +2 War Support specifically on wars you declare. (Previously: Gain +1 War Support on all your wars.)
- Dev note: This is a small tweak for now, but we’ve got our eye on Bolivar. He’ll get a larger update when we add new systems in the future.
- Charlemagne: His adjacency bonus has been switched from Quarters to Fortifications.
- Tecumseh: Now earns +1 Food per Age in Towns and +1 Production per Age in Cities for every Suzerained City-State. (Previously: Both bonuses applied to all Settlements.) His combat bonus is now specific to Infantry and Ranged Units, and all Independent Powers will now start Friendly with him.
- Dev note: Tecumseh is a fun and powerful leader, but the wide application of his bonuses were closing design space around other City-State gameplay, and didn’t reinforce his synergy with civs that cared about City-States like the Shawnee or Greece in a healthy way. We’re hoping this change feels more like a reinforcement of his identity, even though parts of it are technically a nerf.
- Friedrich (Oblique): Now gains +2 Science per Age for each Commendation earned by your Commanders.
- Xerxes (King of Kings): Adjusted his Settlement Limit bonus to +1 per Age. Previously, this bonus scaled cumulatively (+1 in Antiquity, +2 in Exploration, +3 in Modern, totaling +6), but it now consistently grants +1 in each Age (+3 total).
- Dev note: As Settlement Limit can be retained across Ages, effects that provided multiple Settlement Limit increases in later Ages were too valuable. The Corona Civica Memento was updated to match this change as well.
CIVS
Dev Note: As we mentioned up-top, there was a lot of work that went into updating civs for Test of Time, and many of these changes ripple across multiple systems and Ages in ways that are hard to fully capture in the update notes. We’ve highlighted some of the bigger adjustments below, but the best way to get a feel for the full scope of the changes is to jump into a new game!
- Introduced Time-Tested civs, adding the option to start and stay as any civ.
- Designed New Unique Abilities for every civilization to ensure they stay competitive and flavorful across all three Ages.
- Every civ now has brand-new Traditions tied to the Syncretism system, allowing you to double down on your specific cultural roots with Affirmation if you choose not to hybridize.
UI/UX
CIVILOPEDIA
- Added new Civilopedia entries for Test of Time features.
- Updated various Civilopedia entries for accuracy.
GENERAL
- Added new Commerce Screen.
- Added new Advisor Council Screen.
- Refreshed the visuals of the Main Menu.
- Reworked the Create Game screens to better support Time-Tested civs and Memento selection.
- [PC-only] Players can now scale the UI to better fit their screen and preferences with a new “UI Scaling” setting in Options. On lower resolutions (below 1080p), the setting is disabled to keep things readable.
- Dev note: Depending on your resolution and scaling value, elements may appear under- or over-sized. If things don’t look right, you can always adjust the setting back at any time!
- Advisor Notifications now either include a “Take Me There” button to jump straight to the relevant event, or a “Tell Me More” button to get more insights.
- Updated Treasure resource icon to better distinguish regions: filled for Distant Lands, hollow for Homelands.
- Changed Empire Resource Type icon from red to orange to reduce confusion with error signals.
- Added a Conquest Decoration, showing which Districts need to be captured to conquer a City, including your own. It can be enabled via the Lens Panel above the minimap.
- Added the ability to see an enemy Unit’s Zone of Control when selected. Entering a Unit’s Zone of Control ends their movement, but attacks can still be made. This mechanic is not new, just better visualized!
- City-State types are now visible from the “Minor Powers” tab of the Diplomacy Panel.
- Tab icons in the Diplomacy Panel are now highlighted when selected.
- Selecting a Government choice now more clearly shows the selected Government.
- Added an icon representing the current Age to the turn counter in the upper right.
- Addressed an issue that can cause issues with Yields not being rounded to the nearest whole number.
- Made numerous improvements to the functionality and styling of the Traditions and Policies screen.
- Added first pass of enhanced scaling behaviors for new UI screens, supporting higher resolutions and ultra wide.
TOOLTIPS
- Made several improvements to plot tooltips including:
- Improved formatting and styling.
- Added Building descriptions and Resources.
- Added tags for quickly identifying key elements.
- Added alerts to highlight important statuses.
- Added Settlement name for owned plots.
- Plot tooltips now support nested tooltips.
- Added additional nested tooltips (including plot tooltips) and added the autolock option.
- Tooltips are no longer partially covered by mouse cursor.
- Made various sizing and layout adjustments to tooltips.
TUTORIALS
- Improved UI for tutorials.
- Tutorials have been re-worked to support nested tooltips.
- Updated and expanded tutorials for Test of Time features.
Narrative
- Added new narrative events for Time-Tested civs. These events will trigger in the first chronological Age when they are not in their Apex (ex. Antiquity civs will have it in Exploration, Exploration/Modern civs will have it in Antiquity.)
- Dev note: There is another one for each civ’s second chronological age coming as well!
- Added additional narrative events for Jose Rizal meeting Test of Time civilizations.
- Reworked Jose Rizal’s ability, so he should get more narrative events on average.
- Added several new Discoveries.
- Updated visuals for several narrative events.
Audio
MUSIC
- Added new Antiquity Age versions for every single Modern Age civilization.
- Added 4 new Antiquity Age ambient themes (2 peace, 2 war).
- Added 6 new Exploration Age ambient themes (3 peace, 3 war).
- Added 2 new Modern Age ambient themes (1 peace, 1 war).
- Added 19 new tracks for Antiquity Age versions of Modern Age civs’ themes.
- Added 19 new tracks from new and previously unreleased recordings.
- Added 125 alternate mix variations of existing civ and ambient themes.
SFX & VFX
- Updated and added new sound effects for in-game notifications.
- Updated and added new sound effects for Map Resources.
- Added sound effects for all new Test of Time features: Commerce, Syncretism, Triumphs, Victories, Storylets, and much more!
- Added sound effects for building placement.
- Added new music and sound effects during end-of-game Victories.
- Added new sound effects to support refreshed Create Game screens, including sounds for Age Selection and Random civ and leader selection.
- Added sound effects for several buildings.
- Added additional Unit character expressions for combat and idle animations.
- Addressed many reported audio issues across leaders, VO, UI, Music, and Controller.
- Additional notes: none
- Source: Take-Two
Sid Meier’s Civilization VII – Ver. 1.3.2 – Patch 2
- Release date: April 16th/17th 2026
- Patch notes:
- Addressed an issue that was causing late game performance drops.
- Dev Note: Game logic checking for attackable buildings was improved to avoid unnecessary and expensive calculations.
- Addressed a crash that players could experience during Next Turn AI processing.
- Added Teen Account support for 2K Accounts.
- Additional notes: none
- Source: Take-Two
Sid Meier’s Civilization VII – Ver. 1.3.2 – Patch 1
- Release date: March 3rd/4th 2026
- Patch notes:
- Players are now again able to swap Policies when unlocking a Civic that does not include a new Policy or Tradition.
- Addressed a reported issue where the Crisis Policy turn notification was failing to appear. This prevented players from being able to choose Crisis Policies when reaching the third phase of the Antiquity Invasion Crisis or the third phase of the Antiquity Plague Crisis.
- Made various game stability improvements.
- [Consoles/Controller-only] Addressed a reported issue blocking input on the Raze or Keep Menu.
- Additional notes: none
- Source: Take-Two
Sid Meier’s Civilization VII – Ver. 1.3.2
- Release date: February 3rd/4th 2026
- Patch notes:
Gameplay
Coastal Raid
- The Coastal Raid action for Naval Units has been updated to behave more like the Pillage action.
- Naval Units can still Coastal Raid the tile they are on, as well as adjacent tiles, but they no longer have the option to Pillage. Coastal Raid can still be used to activate discoveries at range and capture Districts.
- Coastal Raiding now provides Yields based on the tile being raided, matching Yields gained when Pillaging that tile. (Previously: Coastal Raid defaulted to granting Gold and Health.)
- Coastal Raid now also benefits from abilities that increase Pillage Yields. Effects that are intended to only trigger on Pillaging on land will specify Land Units in their description.
- Dev Note: We made this change to reduce the redundancy and confusion when Naval Units had access to both Coastal Raid and Pillage. We also took this opportunity to refine how the two actions really worked!
- To support this change, the following content was updated:
- Iceland’s Dróttkvætt Tradition and Vikingr were updated.
- Dróttkvætt: Naval Units grant Culture equal to 50% of Pillage Yields and Healing. (Previously: Coastal Raiding grants Culture equal to 50% the Gold gained.)
- Vikingr: Iceland Unique Heavy Naval Unit. Grants Science equal to 25% of Pillage Yields and Healing. Has 3 Sight. (Previously: Iceland Unique Heavy Naval Unit. Coastal Raiding grants Science equal to 25% the Gold gained. Has 3 Sight.)
- Iceland’s Dróttkvætt Tradition and Vikingr were updated.
- Descriptions of Wonders, Social Policies, Commander Promotions, and Civ Abilities were updated to clarify whether they apply to Naval or Land Units.
Appeal
- Added new Appeal Lens.
- Appeal’s effect on Happiness has been updated. The way a tile’s Appeal is calculated is unchanged.
- Appeal is no longer binary, and now has levels. Tiles can be Average, Charming, or Breathtaking. Appeal level determines how much Happiness a tile provides, and Happiness from Appealing tiles no longer scales by Age.
- Average tiles continue to not provide Happiness.
- Charming tiles provide +1 Happiness when improved.
- Breathtaking tiles provide +2 Happiness when improved.
- Abilities that previously referred to tiles with a Happiness Yield or a Natural Happiness Yield have been updated to reference Appeal instead.
- Appeal is no longer binary, and now has levels. Tiles can be Average, Charming, or Breathtaking. Appeal level determines how much Happiness a tile provides, and Happiness from Appealing tiles no longer scales by Age.
AI
- AI behavior around Diplomacy gameplay has been updated.
- Diplomatic leaders will more properly use the Military Sabotage Action unlocked in the Diplomatic Attribute tree.
- Militaristic leaders will more properly use the Open the Gates Espionage during War, and put more Influence towards War Support.
- All leaders befriend Independents slightly more often.
- Individual leaders have had specific biases adjusted to better support their gameplay. (Leaders affected include Ben Franklin, Edward Teach, Harriet Tubman, Himiko Queen of Wa, Ibn Battuta, Jose Rizal, Lafayette, Machiavelli, Napoleon Emperor, Sayyida al Hurra, Trung Trac.)
- Leaders with City-State centered gameplay more properly Suzerain and Incorporate City-States. (Leaders affected include Lakshmibai, Tecumseh.)
- Leaders with Personas have had their personalities slightly differentiated to vary gameplay. (Leaders affected include Ashoka, Friedrich, Himiko, Xerxes.)
- Civs have had specific biases adjusted to better support their gameplay. (Civs affected include Greece, Shawnee, Siam, Tonga, Prussia, America, Great Britain, Spain.)
Diplomacy
- Players will now correctly lose the +1 Gold Effect from Pirate Haven when losing a Trade Route by declaring a War.
Economy
- Changed “Rural District” to just “Rural” on various tooltips, effects, descriptions, and Civilopedia articles for better consistency with gameplay logic. These tiles are now simply referred to as “Rural” to avoid confusion with “Districts” or Urban tiles.
- As part of this change, the effects of both Qajar’s Qullarāqāsi Tradition and Sayyida al Hurra’s leader ability, Hakima Tatwan, now match their descriptions and only apply to Urban Districts.
- Dev Note: We wanted effects like these to be impactful and easily understood, while also not creating odd incentives. As we ramp up to bigger changes, expect us to unify language, make things clearer, and occasionally change abilities such as these to better fit. As always, we will be monitoring balance for Qajar and Sayyida al Hurra and make adjustments when necessary.
- Players no longer fail to receive +2 Culture from ongoing Diplomatic projects when the Ekklesia Mastery has been completed and a Diplomatic project has been started.
- Added Production Adjacency from Wonders for Factories in Modern.
- Riches of the Duat will no longer provide a +20% production bonus when constructing a Wonder in a city not located in desert terrain.
- The bonuses from the “Freyfaxahamar” Storylet are no longer given as a Global Yield when selected. The bonus now correctly applies only towards Settlements that are following the player’s Religion.
- The Anjuvannam Unique Building no longer fails to receive Adjacency Bonuses from Coastal tiles when slotting the “Shusei Kokubo” tradition.
- Ageless Fortified Districts no longer lose Health and Wall Defense bonus when transitioning to the following Age.
Military
- Communism no longer spawns Naval Ranged Units instead of Land Ranged Units when completed in the Civic Tree.
- Naval Units with the Pirate ability are no longer able to be attacked through Fortified districts when targeted by neutral units.
- Military Naval Units can now properly capture a Fortified tile when the tile has had all Buildings pillaged.
- The Donjon Unique Quarter no longer gives an extra Chevalier Unit when the Normans reconquer a Settlement with a completed Donjon Unique Quarter.
- Addressed a reported storylet issue causing Army Commanders to disappear after gaining the reward.
Misc
- Improved transition VFX for Naval Units.
- Addressed a visual issue affecting Shawnee’s Unique Unit “Hoceepkileni” model.
Leaders & Civs
Leaders
- Added new leader Gilgamesh.
Civs
Mughal
- Unique Ability:
- Paradise of Nations: +100% to all Gold Yields, -25% to all other Yields. (Previously: Paradise of Nations: +75% to all Gold Yields, -25% to all other Yields.)
- Dev Note: We’ve been wanting to lean into the asymmetrical nature of the Mughal ability harder and make this a clean 100% bonus for a while, but waited to tweak the whole kit to support this change, as well as get a better sense of how the Modern Age was played by the community. While some abilities technically got debuffed a bit, overall we’ve found this to be a decent boost to making the Mughals feel special.
- Unique Improvement:
- Stepwell: +2 Food. +2 Food from adjacent Farms. Must be built on a Flat tile. Cannot be built adjacent to another Stepwell. (Previously: +2 Gold. +2 Food from adjacent Farms. Must be built on a Flat tile. Cannot be built adjacent to another Stepwell.)
- Dev Note: Since we buffed the Unique Ability to carry the majority of the Gold Bonus, we took the opportunity to focus other parts of their kit on the Food and Rural aspects.
- Traditions:
- Mayūrāsana: +10% Gold towards purchasing anything. (Previously: +25% Gold towards purchasing anything.)
- Jins-i Kamil: +1 Food on Farms for each adjacent Plantation, and on Plantations for each adjacent Farm. (Previously: +1 Food and Gold on Farms for each adjacent Plantation, and on Plantations for each adjacent Farm.)
- Dev Note: This is another example of letting this part of the kit guide players to Mughal’s other strengths around Food.
- Qilachas: +2 Gold on Quarters with Walls. (Previously this ability wasn’t working as intended and counted any District with 2 Buildings, instead of Quarters. Quarters are Districts with 2 Ageless or Current-Age Buildings)
- Civic Tree:
- Zabt Tier 1: Unlock the Stepwell. +1 Gold on Farms in Towns. Jins-i Kamil Tradition. (Previously: Unlock the Stepwell. +1 Gold on Farms. Jins-i Kamil Tradition.)
- Gardens of Paradise Tier 1: You can purchase Wonders with Gold, but they are more expensive. (150%) Mayūrāsana Tradition. (Previously: You can purchase Wonders with Gold. Mayūrāsana Tradition).
Dai Viet
- Unique Ability
- Hịch Tướng Sĩ: When you create a Fortification Constructible receive 25 Culture for every Urban Population in that Settlement. (Scales By Game Speed) (Previously: When you create a Fortification Constructible receive 5 Culture for every Urban Population in that Settlement. (Scales By Game Speed)).
- Dev Note: Sometimes, we like to just buff stuff.
- Unique Settler
- Quận Vương: Unique Settler. When this Unit Settles receive 25 Culture for every Tropical tile within 3 of the City Center (Scales by Game Speed). (Previously: When this Unit Settles receive 5 Culture for every Tropical tile within 3 of the City Center (Scales by Game Speed)).
French Empire
- Replaced Militaristic Attribute for Cultural.
- Dev Note: The French Empire’s focus on Happiness and Government made the Diplomatic Attribute clear, but the rest of their bonuses split pretty evenly between combat and cultural focuses. With the other changes to their kit with this update, we felt it was appropriate to adjust their Attribute accordingly. As we ramp up towards releasing some bigger changes and making Attributes matter more in some contexts, we might adjust a few more civs in future updates. We plan to be very judicious about these shifts!
- Changed the Grand Armee combat strength effect from Per Adjacent Unit to Traditions slotted in the Government.
- Added a Tradition Slot to the French Empire’s final Civic.
UI
Civilopedia
- Added a new entry for the Skirmish ability.
- Added a new entry for the Poison ability.
- Walls now properly state that they can not be built on Rural tiles.
- Added a new entry for Trade Range.
- The entry for Attributes now mentions Wildcard Attributes.
Controller-Specific
- Added support for multi-touch zoom and rotate gestures on Steam Deck.
- Addressed inconsistent highlighting when editing Social Policies.
- The cursor can now properly move to the available Policy cards list in the Government menu when all slots are filled.
- Addressed a reported issue where the Peace Deal Proposal could sometimes overlap with other menus.
- Addressed a reported issue where the controller could lose function after deleting a configuration in the Save/Load Configuration Menu.
- Locked attribute nodes now highlight when the cursor is on them in the Leader Attribute Menu.
- The Player Unlocks menu now correctly appears in the radial menu after unlocking next Age rewards in the Antiquity Age.
- Button prompts for certain tutorials are no longer missing.
General
- Added “Turns until next Celebration” underneath the Government icon in the HUD.
- Added red outline around the Unit flag of hostile City-States (previously this only showed for hostile Independent Powers).
- Addressed a reported issue leading to inconsistent ordering in Civic Trees.
- The Wonder quote for World’s Fair will now properly appear.
- When clicking your leader portrait while in a Diplomacy menu, it will now open your Diplomacy screen to the last opened tab.
- District Health Bar is no longer missing when reloading a save with a destroyed District.
- Promotion options no longer remain selectable when the player views the promotion menu after adding and confirming all available points.
- Addressed a reported issue where the Rewards Menu would appear without unlocking anything new.
- Made improvements to late game performance and multiplayer stability.
Text Changes
- Added directional help and new text to Diplomacy tabs before other players choose Governments, and before the player meets their first Independent Power.
- The Unit description for Submarines now mentions its unique combat role when viewing it in the Production menu and Civilopedia.
- Light Naval Units now properly present Melee Strength when viewing them on the Production/Purchase menu.
- The Pantheon Menu is no longer mostly empty and missing information related to its unlock requirements when starting a New Game in early Antiquity Age gameplay.
- Updated description for the Shwedagon Zedi Daw Wonder to mention Appeal.
- Updated loading screen description text for Xerxes Achaemenid’s unique Memento “Gold Fluted Phiale.”
- Made various text improvements.
Tooltips
- Added tooltips to tabs within the Diplomacy panel.
- Unit icons will no longer overlap the tooltips of the Trade Route when viewing possible Trade Routes.
Narrative
- Addressed improper triggers in Narrative Events.
Audio
- Added a new UI audio notification for Cities converting to a new Religion.
- Added Narrator VO after building the World’s Fair Wonder.
- Havana Harbor music will now play when the Wonder is completed.
- Addressed various UI audio issues.
- Additional notes: none
- Source: Take-Two
How to download updates for Sid Meier’s Civilization VII for the Nintendo Switch?
To download the updates for Sid Meier’s Civilization VII, you have three options:
- let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off
If not…
- try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;
OR
- select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.
To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.
