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Civilization 7 - July 2025 Developer Update Trailer
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00:00
Hey Civ fans! Sean Wilson here, QA lead at Firaxis. You may recognize me from a couple
00:12
of our live streams in the little videos we would send out talking about the game while we were early
00:16
in development. Now I'm here today to talk about our updates for patch 1.2.3. Now this is a smaller
00:23
update than June's, but one that hits a couple long requested features and lays the groundwork
00:28
for some much larger changes we're working on that we mentioned in our last dev check-in.
00:34
Let's start with a feature many of you have been asking for, Auto Explorer. Yes, it's finally here.
00:41
We've mentioned before that scouts work a bit differently in Civ 7 than Civ 6, which is why we
00:46
wanted players to have the opportunity to play with scouts new abilities instead of adding in
00:51
Auto Explorer right away. But we hear you. Sometimes it's easier to let the scouts and ships
00:58
loose, allowing them to find discoveries, encounter a new Civ, or walk right into danger.
01:04
Here are all the units that have access to Auto Explorer. Scouts of all ages, including their
01:10
unique variants. Tier 2 and 3 naval units from the exploration age, including the Karak and the
01:17
Galleon. Note that this does not include the Tier 1 COG unit. And finally, all modern age naval units,
01:24
excluding the submarine, which includes the Ironclad, Ship of the Line, Cruiser, Dreadnought, Destroyer,
01:30
and Battleship. A big thanks to everyone who took part in our feedback event on Discord. It helped shape
01:37
what the first version of Auto Explorer looks like, and also the potential evolution of this feature
01:42
down the road. We'll be keeping an eye on how this feels and plays out in practice.
01:46
What's that? Oh, that's right. We're also introducing the first round of changes coming
01:54
to the Advisor Warnings. These are the little pop-ups from your military, economic, scientific,
02:01
or cultural advisors. Unless you've turned them off completely in your settings, you've probably seen
02:06
them chime in on things like, another civilization is building the wonder you're going for, or your
02:11
treasury is overflowing. We've been combing through a ton of players' feedback from our Discord event.
02:17
Huge thanks if you've chimed in. And it seems like some of these messages were showing up too often
02:22
or at weird moments, like getting a warning that nuclear weapons are available when you've already
02:27
built a WMD and a bomber. So, we've reopened the hood and made some initial fixes. Small stuff,
02:34
but it should already feel a bit smoother. And we're not done. This is just the first pass in an effort to
02:40
improve Advisor Warnings. More cleanup and tuning will roll out in future updates.
02:46
In our dev update check-in, we mentioned that we have heard feedback from significant segments of
02:51
our community that we needed to do more work on the abruptness of age transition, improving the
02:56
overall game replayability, looking especially hard at the legacy paths, and search for new avenues to
03:02
allow players to identify more deeply with their empire and its path through history.
03:07
A lot of this work is brewing right now behind the scenes, but this month, our focus is especially
03:14
on the age abruptness. Here's a quick look at what has changed. In 1-2-3, we've added a new
03:20
advanced game setting to change how age transition behaves. This new default is called continuity,
03:26
and the old transition setting is called regroup. Here's what you can expect with continuity on.
03:32
Your units upgrade where they stand, rather than regroup back to your empire. If your units were
03:39
on someone else's territory, they'll be expelled like if you lost open borders, but they'll remain
03:45
nearby. Ships and siege units will now carry over from antiquity to exploration, as well as settlers,
03:52
migrants, scouts, and merchants in all ages. We've made changes to how your relationships with leaders
03:59
evolve at transition. Players told us that diplomacy could feel a little jarring, like when you'd spend
04:05
antiquity locked in conflict with Confucius, only for him to suddenly act like a polite stranger the
04:10
moment you entered exploration. In this update, we've replaced those sudden relationship shifts
04:16
with a more gradual change that pulls relationships back towards neutral over time. The further you are
04:22
from zero, whether friend or foe, the greater the pull. In other words, time heals all wounds. If you
04:30
don't interact with a player after a particularly nasty diplomatic incident, you won't be stuck in that
04:36
hostile relationship forever. And on the flip side, if you want to maintain that alliance with your best
04:41
friend across the border, don't forget to push a few positive endeavors now and then. Also, since there are
04:48
more ways to damage ties currently than build them, we've balanced things out by making the pull a bit
04:54
stronger for when you're in a bad relationship as opposed to a good one. This change should make your
05:00
relationship with other leaders feel a lot more natural, especially across age transitions. And some
05:06
smaller but still impactful changes, catapults and merchants are now available at the start of exploration
05:13
age. Buildings now retain their full base yield and maintenance cost in age transition. They will
05:19
still lose adjacencies and special effects. Independent powers will now spawn at the beginning of the age
05:25
after an age transition. We'll continue to expand continuity mode in future updates, but we hope these
05:32
initial changes help the next empire flow more smoothly between ages. As always, let us know how it feels.
05:39
And one more change that should help tackle abruptness. We've added a 10 or more turn safe
05:47
zone at the end of each age that guarantees you can finish your most critical tasks before the transition
05:53
occurs. This countdown can be extended to 20 turns or turned off completely. No age progression from any
06:00
source other than elapsed turns will be added while the countdown is active. And this should give you a little
06:06
more warning so you know an age transition is coming up. Like I mentioned earlier, this is just the start.
06:13
We're underway with more plans to improve key areas of the game and expand things with each and every update.
06:20
Now, on to something that will be available for all players alongside 123.
06:25
Truong Ni, a unique commander. Our designers have had a long time desire to give Truong Track a unique army
06:32
commander Truong Ni to represent their epic sisterhood. Truong Ni has her own unique model,
06:39
promotion tree, and functionality. And those are the highlights for 123. Like every update, you can expect
06:47
plenty more and detailed changes that impact the UI, quality of life, AI, and game balance. There's a lot
06:55
more in the update notes, so check them out soon for the full list of changes and improvements.
07:00
And for those of you who own the Founders Edition of Civilization VII, the wait is over as the Right
07:06
to Rule Collection rollout will begin with the release of 123. We hope you enjoy what's in this update,
07:12
including the new commander Truong Ni. There's plenty more on the way, so keep leaving us your feedback
07:19
and let us know how this update feels. We'll see you here next month, Civ fans.
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