• DeNachtwacht
  • Registratie: December 2005
  • Niet online
Slecht ontvangen is wel een groot woord. Er waren her en der wat negatieve dingen over de visuals en zoals altijd waren nog wat patches nodig om e.e.a. glad te strijken. Maar vanaf moment 1 heeft Civ 6 al een stuk betere reviews (zie steamDB voor de history) en op geen enkele manier stond 2 jaar na release Civ 6 op "mixed", dat was toen al lang al 80%+ tevreden gamers.

Kortom bij Civ 7 is het echt wel een ander verhaal.

[ Voor 6% gewijzigd door DeNachtwacht op 07-05-2026 10:30 ]

DeNachtwacht schreef op donderdag 7 mei 2026 @ 10:29:
Slecht ontvangen is wel een groot woord. Er waren her en der wat negatieve dingen over de visuals en zoals altijd waren nog wat patches nodig om e.e.a. glad te strijken. Maar vanaf moment 1 heeft Civ 6 al een stuk betere reviews (zie steamDB voor de history) en op geen enkele manier stond 2 jaar na release Civ 6 op "mixed", dat was toen al lang al 80%+ tevreden gamers.

Kortom bij Civ 7 is het echt wel een ander verhaal.
Ik ben het met je eens, er was wat kritiek op Civ 6 (Civ 5 ditto), maar dat was een stuk minder dan Civ 7. Maar belangrijker nog is dat ondanks de kritiek, bugs, balansproblemen, etc mensen het spel (zowel 5 als 6) wél bleven spelen, simpelweg omdat de fundamenten goed waren, er zat ondanks de problemen een goed spel onder.
Dit is bij Civ 7 maar de vraag. Nu is dat natuurlijk heel subjectief wat een goed spel maakt, maar als de fundamenten gewoon niet goed zijn, dan kan je patchen wat je wil, maar is de te behalen winst gewoon beperkt.

"Always remember to quick save" - Sun Tzu


  • AntiChrist7
  • Registratie: Oktober 2014
  • Laatst online: 08:38
Het duurt eigenlijk tot de eerste expansie voor de game echt goed is. had ik met civ V en civ VI ook.

Ik herriner me bv bij civ V base game units met 10hp ipv 100, eurgh dat was lelijk.

En er is wel een solide basis om op verder te gaan. Civ switchen vind ik eigenlijk nog leuk. Ipv een civ te hebben die zijn piek heeft voor 40+ turns afhankelijk wanneer je unique unit/building er is en daarnaast zijn de civs eigenlijk 85% gelijk aan elkaar, nu voelt elke age wel uniek aan, omdat je eigenlijk elke age wel een piek hebt. En je kunt leuke combinaties doen

Dat je elke game hetzelfde moest doen, daar stoorde ik me meer aan. Ik ben meestal niet geintresseerd om andere civs te veroveren, maar dan zei de Military conquest path "oh je bent eigenlijk niet goed bezig", dus gelukkig veranderen ze dat.

Ja en verder is het nog wat bestaande systemen wat meer smaak geven. Vooral religie is erg meh

  • davidov
  • Registratie: Mei 2004
  • Nu online
Flink wat meer text en info over de "time-tested" optie. Ik moet zeggen dat dit mij als muziek in de oren klinkt: ja je kan gewoon 1 civ van 0 naar 2000 brengen, maar je hebt nog steeds de optie om te mixen met andere civs als dat je goed uitkomt of gewoon je wens is.
Vooral het stukje "Criticisms and the Why" kon ik me 100% in vinden. Ik vind het alleen maar mooi om te zien hoe ze een creatief nieuw idee hadden (op zich niks op aan te merken) maar ook inzien dat hoe leuk dat idee ook was dat het niet kon vervangen wat de meesten nu juist aan CIV VII misten. Ik heb liever dat de productie zo verloopt, dan dat we een spel krijgen met 0 innovatie of juist veel teveel en dan daar voor 10 jaar aan vast zitten.

===========================================================================

Heya folks! Matt Owens here, a design lead at Firaxis Games, back at it after more than a minute with another Dev Diary.

Over a year ago now (wow, time flies), I yapped about the fresh, new Legends and Mementos systems. It has been a blast seeing everyone find their favorites there, discussing and uncovering some powerful combinations that left us saying “wow!” and “oh!”

But today’s focus is on a very different topic – a much-requested feature set coming very soon, that will give players the option to start and stay as any civilization from any Age, throughout as many Ages as you like.

We call them Time-Tested civilizations.

Want to embody the cry of “Roma Invicta” by taking Rome from game start to the Modern Age? Now you can. Want to give America a little extra time to figure itself out, beginning all the way back in Antiquity? Nothing’s stopping you. Do you just frickin’ love mountains, and want to jump in as Inca from Antiquity to Exploration, but then finish out Modern with Nepal? Peak.

Afbeeldingslocatie: https://clan.steamstatic.com/images//45050851/0dfeba94d8695ab5b8555aebc5c6748419d21752.jpg

It’s a big change-up from how things worked at launch, so we wanted to take a little time to talk through not only the what but also the why of how we got here. Plus, dive into how all of you helped us get to the very best version of it through all your feedback and participation in things like the Firaxis Feature Workshop.

Let’s go!

Criticisms and the Why 

Civilization VII set out to explore the whole of human history in a different way than Civ games of the past, holding a message deep at its core – that “history is built in layers”. It's the concept of empires not necessarily rising and falling, but of a people and their polity transforming to meet the demands of a new Age, inspired by the shape of our own world’s ebb and flow through the eons. This layered concept unlocked new mechanical possibilities for our players, like the ability to customize bonuses by mixing and matching your leader's capabilities with three unique civs', all of which operated at similarly exciting levels of power and provided ways to pivot to new playstyles in the middle of campaigns, increasing flexibility in how you could pursue victory.

But as we watched launch day and the days after slowly unfold, it became clear that while it worked for some, it hadn’t hit the mark for everyone. There was some piece of authenticity, of Civ, that felt missing for a percentage of fans. So we spent a good long while analyzing and taking to heart all of the critiques we received, eventually boiling it down to a few basics:
  1. The core tradition of Civ, for the entirety of its 30+ years of existence, has centered exclusively on playing as a single civilization from beginning to end. To upend that essential piece so suddenly, without even the option to continue telling that same meta-historical tale, felt like too far a break.
  2. The critical fantasy of Civ is one that empowers through agency. Less of a sim and more of a sandbox, taking the Mayans to the moon, or engaging in nuclear armageddon as Gandhi are these incredibly cathartic, supremely Civ-ish experiences, because you could choose to engage in these reality-defiant histories. By removing a key part of that agency, the ability to produce that familiar fantasy felt missing.
  3. The consistency of play and historicity wasn’t always there, as we asked players to go from leading those once moon-bound Mayans to… the Incans? To… Mexico? Some “historical” pathways felt more than a little off, and not all had a great way to feel “complete." Couple that with the mechanical mental load of learning new identities and capabilities not just for your new civ but new competing civs on each Age Transition, and it began to feel like an overburdening that broke many out of the strategic flow state that Civ is known for.
On top of all that, our reflections made us realize that even the core message of “history is built in layers," wasn’t necessarily being delivered as effectively as we knew it could be. Your transitions felt less like layering and more like replacements; there was too much being lost and not enough memory of who you were in what you’d become. We knew we needed to make a change that addressed the heart of those common criticisms but also enhanced (rather than diminished) the central vision that Ed Beach, Creative Director on Civilization, had laid out for Civ VII and that all of us still believed in.

Easy, right? Normal Tuesday stuff.

But with a clarity of focus on how and why we wanted to grow, plus a few keen solutions already in mind, we set to work. Fast-forward a few months, and here it is: The Test of Time update, an expansion-sized amount of stuff that we feel really excited to deliver to every Civ VII owner for free. 

And while it shouldn’t be long before everyone has their hands on it for a fresh (or first-time!) playthrough, let’s get into a bit more detail about a few of the new mechanics at its core.

The "Time-Tested" Mechanics 

At their most basic level, the Time-Tested mechanics are pretty easy to describe!
Every civ can start and continue through any Age of the game. Cool!

Afbeeldingslocatie: https://clan.steamstatic.com/images//45050851/60d45091482e66ec07d7fc866ca1a0c9fe257235.jpg

But what’s that mean one level further down?

Each civ will still have an Apex Age, like Spain in the Exploration Age, where they stand at the height of their power with Unique Infrastructure, Unique Units, etc. as per usual. So when a civ is in that Apex Age, it will essentially play just as it did before. Anyone who was a fan of that original experience can still voluntarily transition to an Apex Age civ at each opportunity without missing a beat. But, critically, you can now choose to start or continue on as a civ into a Time-Tested Age.

Say you finish a round in Antiquity as Rome at its Apex, and you want to keep the good times rolling into Exploration. Just click “Continue with your currently selected civilization” and… that’s about it! You key into the next Age and continue to fight for the glory of your empire, with no break in identity and a clear continuation of your current capabilities.

Afbeeldingslocatie: https://clan.steamstatic.com/images//45050851/a25420712b4b052371bb2979811374ed64fd3e28.jpg

While we tried to make it appear as seamless as possible, there’s a lot happening under the hood to make Rome still feel like Rome even into its Time-Tested Ages. Ensuring we didn’t lose civs' critical essences was one of our highest priorities, all while figuring out how to realistically tackle the daunting task of setting all our civs up to withstand that test of time.

But through some iterations, and a lot of great testing and feedback from places like the Firaxis Feature Workshop, it feels like we’ve struck a decent balance.

So what exactly makes up a Time-Tested civ? It’s probably easiest to grok by breaking it down into a civ’s main pieces:

Your Unique Ability stays at the heart of what defines your Empire throughout the entire campaign, but it does sometimes change and scale in power throughout the Ages. America, for instance, starts in Antiquity by gaining 50 Gold every time they improve a Resource, then 100 Gold in Exploration, then finally 150 in Modern. The goal here is to keep things feeling balanced, and like your civ is really growing into the height of its abilities over time, while maintaining familiarity with the core of what your civ is about.

Your Unique Units, however, like in most iterations of Civ, do become obsolete and no longer trainable, owing to the march of time. So while Roman Legions may still dominate the early Antiquity Age, a Time-Tested Rome in Exploration is smart enough to modernize by trading in their gladii and scuta for pike and shot. Importantly though, you’ll have an opportunity to recapture the spirit of the Legion even for your modernized troops, by grabbing things like the “Limitanei” Tradition, which can reapply a very similar Combat Strength bonus back to your Infantry Units when active, regardless of the Age.

Rome’s knowledge of their Unique Infrastructure, though, continues to stand as a monument to Roman culture – the Forum and its constituent buildings will stay buildable into future Ages at full effect, so long as you persist as Rome. Early-Age Unique Infrastructure may struggle to compete with the high yields of some later-Age buildings, but more than a few civs pack powerful Quarters or Improvements that will always be tempting to keep up. 

Afbeeldingslocatie: https://clan.steamstatic.com/images//45050851/2aca7f9f0c0fd1c0d33e6b2ebfbd8926e9f387be.jpg

However, it's important to note here that Unique Infrastructure knowledge can only be carried forward. America won’t be able to construct its modern Steel Mills in ancient times, for instance, while others are still hammering out bronze. But they will have access to a few extra tools, like Syncretism, to make up for that delay. We’ll cover that further down.

Many of those tools come from the Unique Civics Tree that every Time-Tested civ will have access to in the Ages outside of its Apex. Evaluating this specific problem started out as a tall order. In theory, counting base-game and DLC civs, we needed over 100 new Unique Civic Trees to ensure coverage across the complete game. So we decided to approach it systemically, finding a way that didn’t balloon the size of a civ unrealistically, while still giving each its own unique feel. Ultimately, that meant constructing each tree out of a few bespoke parts plus a few common-but-personalized ones:
  • One Civic on the tree is truly unique, crafted specifically for that civ in that Time-Tested Age, which provides Traditions and other effects reinforcing the civ’s identity in a way appropriate for the Age.
  • One Civic is based on the civ’s Attributes. These are shared for all Time-Tested civs in that Age for a given Attribute set. For example, America and Inca are both Economic and Expansionist civilizations, and so receive a Civic in Antiquity that boosts both Economic and Expansionist play – though it’s still properly named “American Foundation” or “Incan Foundation,” respectively.
  • And finally, a brand-new kind of Civic enables a system called Syncretism.

Syncretism & Affirmation

Syncretism is one of the tools unique to Time-Tested civs that gives them a strategic flexibility and power, representing the adaptability of a civ willing to learn from the powerhouses of a new time period in order to maintain their dominance. The way it works is pretty straightforward – research the Syncretism Civic as described above, and you’ll be prompted with a brand-new screen.

Afbeeldingslocatie: https://clan.steamstatic.com/images//45050851/29ab619050865a8584a935ecb9470ce59588daeb.png

There, you have three distinct options:
  1. Adopt another civ’s Unique Infrastructure.
  2. Adopt another civ’s Unique Military Unit.
  3. Forgo both of those options and instead focus inward on an Affirmation, gaining a powerful new Tradition and slot to go with it.
Say I’m the Inca in early Antiquity, and I’ve just been beset on all sides by wars that look a little dicey. I might beeline to Syncretism and pick the Mississippian’s Burning Arrows unit to give myself the defensive edge. Or, maybe I want to supercharge my Science and Production for the long term, and instead adopt the Mayan’s Unique Infrastructure to raise up my own version of the Uwaybil K'uh. Or, I could stay committed to the true-blue Incan way of life and unlock the Huaca Tradition, making my Mountain-adjacent Settlement Population boom via the Affirmation option.

Importantly, I can pick one and only one of the three options, once per Time-Tested Age. The flexibility here is the power behind Syncretism. Adapting to the situation at hand with a piece of a kit rather than a complete package, plus finding powerful synergies with your existing empire’s strengths, is what puts you on more even footing against Apex Age civs wielding their full might.

Afbeeldingslocatie: https://clan.steamstatic.com/images//45050851/efe07fedb05a737efd7cb8c38971d69c24533c9c.jpg

With this sub-feature, we had a few different goals in mind:
  • We wanted to give Time-Tested civs some unique gameplay outside of their Apex Age, so they could feel powerful in a different way. The concept of adaptability in the moment seemed right thematically for a civ weathering new Ages, and mechanically it creates a wide new space to find novel and interesting combinations.
  • We also wanted to honor the idea of “history in layers.” Now players can maintain their core identity by staying as one civ throughout all Ages, while still optionally layering in the impressive pieces of other civs in a meaningful way. This helps build a tapestry that better fits the image of what they believe their empire should look like while withstanding the Test of Time. Again, the power of choice here is as important as ever.
We realized just how important that choice was through our testing in the Firaxis Feature Workshop. Originally, Syncretism was purely a choice amongst pieces of other civs. But from all the feedback and playtesting, we knew the addition of Affirmations as a clear “let me stay completely locked in” option was one of the final missing pieces. Syncretism in particular was a really fun one to introduce and evolve in collaboration with the community, and I’m personally excited to continue that work once it’s out in everyone’s hands!

Conclusion & Looking Forward

And that’s the wide-lens capture of Time-Tested civs. There’s a lot of detail to discover here, especially now that every single one of the 40+ civilizations in-game will be able to have their own complete playthroughs, from turn one to victory – and maybe just One More Turn beyond.

We’ve already got some nifty ideas in the pipe for where we might take things next, but I think just about everyone here on the Civ team is looking forward to what players have to say about the 1.4.0 release happening shortly.

So let us know! Once you’ve got a favorite Time-Tested civ or cool Syncretism combination, we’d love to hear more about it.

Civilization is a game that means a lot, to us and to so many other people. We can’t wait to keep building it with all of you!

  • Bossie
  • Registratie: Juli 2001
  • Laatst online: 08:48
Vandaag civ7 geprobeerd op mijn iPad pro aamgezien er een free trial promo was van apple arcade.

Domme vraag misschien, maar kun je je troops niet meer simpelweg via een tap/swipe verplaatsen, het lijkt er op dat je nu steeds de troop moet selecteren en dan via move in het menu pas iets kan doen?

We're just enthusiastic about what we do. -- Steve Jobs, 1985; Battle.net: Bossie#2919


  • Dwarlorf
  • Registratie: Juni 2016
  • Laatst online: 08:55

Dwarlorf

Nokando a place near Kathmandu

Goed, ik heb nu een aantal uurtjes de Test of Time update gespeeld. Antiquities is bijna ten einde. Het is een flinke verbetering. Sowieso qua UI is er een flinke vooruitgang.

Het Triumph systeem werkt ook prima. Ik heb hem op de setting dat iedereen ze kan halen. Toch mis ik het oude systeem wel een beetje ook al werd je dan wat aan het handje gehouden. Maar ik denk dat de instelling dat maar 1 civ triumphs kan halen het wel wat spannender maakt.

Kleine nitpick (maar totaal niet relevant) over de UI is dat wanneer je tracking van een triumph hebt aangevinkt, dat de text "Track" verandert in "Untrack" als je het hebt aangevinkt. Dat is counterintuitief, de functie van een vinkje is in feite "Ja/Nee" . En eigenlijk mogen ze in het selectiescherm een aangevinkte triumph wel wat visueler maken, nu is het alleen te zien aan de text en het vinkje.

Het schieten van ranged units over twee tiles lijkt ook beter/logischer dan voorheen maar ben niet zeker of dat wel veranderd is.

Verder nog geen dingen gezien in negatieve zin.

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • AntiChrist7
  • Registratie: Oktober 2014
  • Laatst online: 08:38
Ik denk niet dat ze iets aan units hebben veranderd, de range hangt gewoon af van wat er tussen zit. Zo kun je bv niet over een bos schieten.

Ik heb het even geprobeerd maar ik mis teveel mijn map tacks, ik wacht tot die mod terug is

  • Dwarlorf
  • Registratie: Juni 2016
  • Laatst online: 08:55

Dwarlorf

Nokando a place near Kathmandu

Ohja en nog een toevoeging. Op basis van 1 ervaring. Het lijkt er op dat de AI leaders ook sneller geneigd zijn tot (peace) dealtjes sluiten. Vond ze eerst nogal star (lees, non-existant) in bijvoorbeeld steden traden voor peace. Dat ging nu makkelijker.

[ Voor 5% gewijzigd door Dwarlorf op 21-05-2026 13:09 ]

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • AntiChrist7
  • Registratie: Oktober 2014
  • Laatst online: 08:38
Ok ik heb een game met de ToT veranderingen gespeeld, en ze gaan echt wel de goeie richting uit. Met de herwerkte victories voel je progressie doorheen de game, ipv naar de laatste age te gaan en dan te rushen. Dat het wordt geteld in punten staat wel wat lelijk, maar je doet de dingen die bij de victory horen. Ik ging voor economisch met Xerxes-Aksum-Songhai-Ming en spamde gewoon trade routes naar iedereen.


Met de minor en major triumphs heb je inderdaad veel beter het gevoel dat je directe feedback/goals hebt ipv de statische age objectives van voorheen. Zo was er een minor triumph die me direct een settler gaf, en een andere twee merchants. Ik hield me dus niet echt bezig met oorlog , dus die militaire objectives/triumphs negeerde ik. En in tegenstelling tot voorheen zei de game niet "oh je verovert geen steden? dan ben je suboptimaal bezig want dan krijg je geen extra attribute points"

Nu kan je maar 3 major triumphs (dus de vroegere age abilties meenemen). Dat heeft verschillende effecten: er is minder een sneeuwball gevoel, want ook al haal je alle triumphs, je kan er maar drie kiezen. Dat betekent ook dat attribute point heel wat zeldzamer worden (en dus wonders en mementos met die punten interessanter), en nu moet je dus wel echt een keuze maken. Vroeger nam ik altijd 'steden blijven steden" om snel te starten in een nieuwe age, maar nu is dat niet meer zo vanzelfsprekend.

Syncretism heb ik niet geprobeerd, gewoon omdat ik het leuk vind om van civ te wijzigen, juist omdat je al die combinaties kan maken.

De grootste minpunten is dat de UI nog altijd niet is wat het moet zijn, er ontbreekt info die ik met mods wel had. En zeker de map markers mod moet zsm in de game geintregeerd worden. Maar het is wel al een stuk beter. Tweede is ook dat net zoals in rise and fall er wel een loyaliteits systeem in de game moet. Alexander settled zich tussen 3 verschillende settlement van mij in terwijl er nog plaats genoeg was dicht bij hem.

Zelf ben ik ook geen warmonger, maar de peace options na een oorlog zijn ook nog altijd te karig. Ik ben niet geintresseerd in de AI zijn steden, er zouden veel meer opties moeten zijn, zoals bv gold per turn of een deel cultuur/science afdragen

  • Dwarlorf
  • Registratie: Juni 2016
  • Laatst online: 08:55

Dwarlorf

Nokando a place near Kathmandu

Ik ga wel graag voor extra steden als peace option als het kan als warmonger zijnde. Maar wel mee eens dat er meer opties zouden moeten zijn. Al was het maar vanwege de settlement cap. Vaak kan het niet uit om daarom steden erbij te onderhandelen. Zou sws graag zien dat ze die cap ietsjes versoepelen (bij de wat makkelijker moeilijkheidsgraden.) Vind ik net iets te strak afgesteld. Of dat er een +1 settlement iets eerder of vaker in de Civics beschikbaar is, wellicht bij mastery's.

Ik vond dat loyaliteitssysteem altijd heel beperkend en vervelend. Ik hoop juist niet dat ze zoiets er in doen. Of ze zouden het wellicht kunnen incorpereren in influence.

Daarmee kom ik ook meteen op mijn 'grootste frustratie', namelijk de ontzettend hoge (en langdurig, de hele age lang) influence penalties bij het 'razen' van veroverde nederzettingen.

Wat betreft UI heb ik een aantal kleine ergernisjes:

Ik weet niet precies waarom maar ik erger me in de UI aan het feit dat je geen iconen op de kaart ziet (de steden, victory icon, de leiders rechtbovenin het scherm, etc.) wanneer je in een nederzettingsdetailscherm zit. En ook dat de nederzettingsnamen van de nederzettingen in beeld verdwijnen.

En de balk bovenin (met hoeveel geld je hebt, etc.) wordt te donker wanneer er een pop-up scherm in beeld komt van een narrative choice (weet zo ff niet of dat bij meer schermen is).

Ik gebruikte de map markers in civ6 zelden maar zou dat ook graag zien. Ik vergeet nog wel eens wat ik vooraf bedacht had.

En wat ze ook wel mogen aanpassen wat mij betreft zijn de savegame namen als je een game savet van een civ die je al eens eerder hebt gespeeld. Dan hoef je dat niet steeds handmatig aan te passen bij een savegame die een oude wil overschrijven.

Oh, en het resources scherm verschijnt weer vaak zonder dat er een resource beschikbaar is.


En er zit volgens mij een bugje in waarbij je bij een zee unit pas de optie om hem te helen krijgt als je hem eerst 1 tile verplaatst hebt.

[ Voor 10% gewijzigd door Dwarlorf op 27-05-2026 23:44 ]

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • Dwarlorf
  • Registratie: Juni 2016
  • Laatst online: 08:55

Dwarlorf

Nokando a place near Kathmandu

Ik heb de laatste tiijd aardig wat gespeeld en ik moet zeggen dat ik het inmiddels een best goed spel vindt. Ik vind vooral de veelzijdigheid om leaders en civs te combineren, samen met die memento's echt top.

Toch heb ik ook nog wel een tweetal kritiekpunten waar ik me het meest aan erger (er komen me zo ook even geen andere kritiekpunten te boven naast de punten die ik in mijn post hierboven benoemde).
  1. Ik vind de kaart toch zeer rommelig en onduidelijk met als grootste ergernis daarmee dat als je veel units hebt staan je niet makkelijk kan zien welke nou is geselecteerd. De gele ring om een unit heen is niet voldoende als er veel tiles bezet zijn door districten, gebouwen, etc.
  2. Ik vind de manier waarop kan winnen met victory points toch niet echt ideaal. Het geeft je toch minder het gevoel van acchievement. Dit geldt vooral voor de space race, ik win vaker op punten dan op het daadwerkelijk behalen van de space race. Het is ook een beetje raar dat je eigenlijk op 2 verschillene manieren kan winnen. Kies dan of voor harde wincons zoals win de space race, verover alle hoofdsteden, of voor het puntensysteem.
Wat ik ook een beetje raar vind, dat overkwam me gister, is dat de 5 beurten teller voor winnen op punten ook weer kan stoppen. Dit overkwam me in 1 potje tot 2x toe. Uiteindelijk was mijn 'domination' win onvermijdelijk en won ik early modern age terwijl de eerste keer aftellen op het eind van de exploration age plaatsvond, maar toch..

Wat ik verder graag zou zien is een soort van visualisatie vooraf die aangeeft of je nog de mogelijkheid hebt om een unit actie (zoals schieten) uit te voeren voordat je de unit naar een tile gaat verplaatsen. Bijvoorbeeld vergelijkbaar zoals je kan zien hoe ver de reikweidte van een ranged unit is.

Idem voor movement left na uitpakken van een unit uit een commander.

Oh, ik bedenk me nu nog een ergernis. Ik wil heel graag dat hij de (map) settings van de voorgaande game automatisch overneemt. Dus disaster level hoog/laag uit en al die instellingen.

En ik bedacht me nóg een verbetering. Dat je een preview krijgt van de getallen bovenin in de balk (geld, science, culture, etc ) van mutaties die met die getallen te maken hebben. Bbijvoorbeeld voordat je een gold building gaat plaatsen of een resource verschuift, een policy of tradition plaats en andere van dat soort mutaties.

[ Voor 12% gewijzigd door Dwarlorf op 06-07-2026 14:34 ]

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • AntiChrist7
  • Registratie: Oktober 2014
  • Laatst online: 08:38
Dwarlorf schreef op maandag 6 juli 2026 @ 11:36:
En ik bedacht me nóg een verbetering. Dat je een preview krijgt van de getallen bovenin in de balk (geld, science, culture, etc ) van mutaties die met die getallen te maken hebben. Bbijvoorbeeld voordat je een gold building gaat plaatsen of een resource verschuift, een policy of tradition plaats en andere van dat soort mutaties.
Daar zijn er wel wat mods voor die met de UI helpen. bv policy yields preview, city planner.

De gameplay zit momenteel wel redelijk snor, al zijn er nog wat gaatjes (zeker inzake religie), maar ik amuseer me wel met allerlei combinaties te maken en te specialiseren. Zo was mijn laatste game Amina met Aksum-songhai-america en gewoon obsceen veel geld binnenhalen samen met extra productie voor wonders en gewoon traden met iedereen. Al vind ik die uitbreiding die ze nu hebben (brush en blade) wat te duur aangezien je het maar in stukken krijgt.

Nieuwe update de 27ste, eindelijk met extended peace deals.

https://www.reddit.com/r/civ/comments/1v2mnsn/update_142_coming_week_of_july_27_improved_peace/

  • Caelorum
  • Registratie: April 2005
  • Laatst online: 10:24
Geen idee waarom dit nog niet hier gepoost is https://civilization.2k.com/civ-vii/news/35th-anniversary/

Informatie over de komende patch, gratis update en de daarna komende betaalde uitbreiding. Dat zal de eerste uitbreiding zijn en is meestal een moment waarop een civ game daadwerkelijk interessant wordt.
civilization.2k.com
35th Anniversary Reveals | Civilization VII
10 - 13 minutes

Hi Civ fans - Ed Beach here, creative director of the Civilization franchise.

This month marks the 35th anniversary of Civilization. Back in 1991, Sid Meier and his team shipped the very first game in the franchise. Since then, the team here at Firaxis Games has had the incredible honor of continuing that legacy.

This is a truly special milestone for any entertainment franchise to achieve, and it wouldn’t be possible without the decades of passion from the Civ community. On behalf of the team at Firaxis Games, thank you!

Earlier this year, we released the Test of Time update for Civilization VII. That update was a massive effort that incorporated a tremendous amount of player feedback, including extensive playtesting input through the Firaxis Feature Workshop. We’ve been thrilled with the community’s response to that update, and are grateful for the role you continue to play in shaping the evolution of Civ VII.

And so, in the context of the Civ franchise’s 35th anniversary, it felt only fitting to highlight where Civilization VII is going next.
Update 1.5.0 - Coming This Month!

Let’s start with what’s right around the corner: Update 1.5.0. In this update, we’re focused on bringing a few quality-of-life updates to the game, including the long-requested True Start Location Earth map.

Here’s a quick overview of what you can expect in 1.5.0:

True Start Location Earth map - Just as in Civilization VI, this new map generates the land, features, and resources of our real world, enabling a stronger roleplaying fantasy through history! You'll start your campaign in a map location representative of where your civ began in the real world, with each game spawning a different set of Natural Wonders in their natural locations, keeping things fresh even on a familiar map.
New Voronoi maps: Terra Incognita and Shuffle - As we've done in previous patches, we're updating two map types with our Voronoi map generation algorithm. This will help ensure these map types are more varied and look more natural. Learn more here!
Updates to resource generation - Map loading and generation is speedier, and resource placement should feel more varied.
Updates to diplomacy - Use your Influence to stay in an alliance without joining your allies’ misguided wars.
UI updates - additional updates to plot tooltips, Settlement banners, game setup, and a new tile ruler to help with planning Cities and Towns.

We’ll have more details on Update 1.5.0 to share very soon, and can’t wait to get it into your hands later this month! And while we’ll continue to make a few targeted quality-of-life improvements after 1.5.0, we’re planning to be lighter in update cadence as the team shifts focus to some exciting, longer-term plans for Civilization VII.
The Next Phase of Civilization VII

As the broader Civilization development team was creating and deploying the Test of Time update, our design team got together to map out what would be next for Civilization VII. We set out to tackle three specific goals:

Extend the story of human history all the way to the present day and beyond.
Make Civilization VII a richer, more complete experience.
Create an inspiring first expansion that affects gameplay through all Ages.

With those goals as our guide, we conceived of our next two major content updates, and we’d like to share some details on both of these with you today.

We’re still early in development on everything shared here, so the timing and details are subject to change along the way!
Free Update: “Arc of Tomorrow”

First, we are excited to announce our next major update, which we’re calling “Arc of Tomorrow.” This free update for owners of Civ VII is planned to be even bigger in scope than our Test of Time update from last May. Arc of Tomorrow introduces the Atomic Age–an entirely new, fourth Age that extends the playable timeline from approximately 1950 and into the near future.
Civilization VII Arc of Tomorrow Update

Before we dig into the gameplay details here, we wanted to share a bit about the inspiration for the themes of this update.

Our shared proximity to the recent past makes it a unique and fascinating period of history to explore with Civ. There’s a compelling need to honor the uncertainty and fear present in that history, where proxy warfare became the new norm by which global conflict was conducted and the specter of nuclear war loomed, as it still does today. But there were also moments of light, triumph, and hope. Things once thought impossible, like spaceflight, were challenged and overcome as technology advanced at a rapid pace, while marginalized peoples rallied together to fight for justice and equality.

All of those moments–and many more besides–define our living memory and inform the world around us. The "Arc of Tomorrow" is this idea that where we are today, where we were yesterday, and where we'll be tomorrow is a part of a long, unbroken arc that represents the entirety of human history. It's something that we're more than just a passive part of, and something we shape alongside everyone else on the planet.

So, let's talk a bit about how we envision all of this translating into gameplay. Civ VII's Age structure gives us the opportunity to represent this period of history in new ways, including:

The Atomic Age: a new, fourth Age that extends the playable timeline of history from 1950s to 2050s.
As with all Ages, this will include period-specific gameplay, along with new Buildings, Units, visuals, and more.
New Atomic Age gameplay systems:
Expanded Nuclear gameplay, with new offensive and defensive options and Units, plus a fun twist on mutually assured destruction.
Multilateral Agreements, allowing you and other leaders to collectively react to developing situations like a growing stockpile of nuclear warheads with calls for disarmament… or escalation.
New empire management tools, like the ability to transform your own Settlements into new City-States, to have finer control over your Settlement Limit and ensure you always have a path to engage in enhanced City-State abilities.
Enhanced City-State interactions & Proxy Warfare, allowing you to avoid all-out empire vs empire war by focusing your attention and resources into smaller City-State conflicts as proxies.
Great Works of Film, where your Film Crews will hunt for the perfect filming location that differs depending on desired genre, and gives variable benefits depending on the quality of Film produced.
Manufactured Goods, allowing you to follow recipes that combine specific commodities to produce brand new, powerful resources like Enriched Uranium.
New civilizations and leaders - more info to come in the future!

Just like existing Ages, you can guide your empire from Antiquity through to the end, or skip ahead and launch right into the Atomic Age with an Advanced Start.

As with the Test of Time update, we're inviting the community to put the Arc of Tomorrow content through its paces via the Firaxis Feature Workshop. We're planning to begin our first round of playtesting for this update later this year. Check here for details on how to sign up for the opportunity to participate. As always, community feedback is important to us and it will continue to shape this new content. We look forward to hearing what you think!

As a reminder, all feature and gameplay details are subject to change as we receive and iterate on player feedback.

As exciting as this update is, it’s not all we have in store for 2027.
First Expansion - Civilization VII: Earthrise
“We set out to explore the Moon and instead discovered the Earth.”
- William Anders, Astronaut on Apollo 8

While Arc of Tomorrow brings Civilization VII into the present day, our first paid expansion is themed around the historic space race and deploying missions across the solar system. We’re calling it Civilization VII: Earthrise.
Civilization VII - Earthrise

When we were brainstorming what the first expansion for Civ VII might be, we took heavy inspiration from some fan favorites for past Civilization games, namely Civilization V's "Brave New World" and Civilization VI's "Gathering Storm." Both were built around a strong central theme and introduced new gameplay systems that shaped entire campaigns. Earthrise follows a similar philosophy.

From humanity's earliest days, we have always been fascinated with the sky. In Earthrise, that sense of wonder shapes your civilization's story from the Antiquity Age all the way to the near future. While we’re not sharing much in the way of feature details just yet, here’s an example of some of the space-themed gameplay loop we envision:

Across the Antiquity and Exploration Ages, chart the night sky and name the celestial bodies above, ultimately gaining insights about the solar system and your planet’s place within it.
By the Modern Age, you’ll launch early orbital missions around Earth and the Moon, setting the stage for space operations later on.
Finally, in the Atomic Age, you’ll launch missions across the solar system with your own established space agency, discovering planetary features and untapped resources which feed back into your civilization's power here on Earth.

Engaging in the new space-themed gameplay mechanics in each Age unlocks new gameplay bonuses to bolster the capability of your civ (and not just towards the brand-new Science victory!).

However, Earthrise isn’t just about looking up. Environmental adaptability is another key theme that Earthrise will explore more deeply through new, strategic gameplay features.

New unit abilities and technologies enable you to alter the terrain and bonuses of tiles in your empire. New civil engineering structures help you fight back against increasing Natural Disasters as global temperatures rise–and you can even reverse the warming itself. And as your empire becomes more proficient in working the land in specific biomes, your civilization will earn new gameplay advantages that enhance your abilities in those biomes.

We look forward to sharing more details about Earthrise in the coming months, including details on the civilizations, leaders, and other features coming with the expansion. In the meantime, be sure to wishlist Earthrise today so you don’t miss out on any news!
More to Come!

This is all just a brief glimpse of the plans we have in store, and we can’t wait to share more details with our players in the months ahead. Come join us on the Civ Official Discord for discussion with fellow Civ players and be the first to get notified when more info drops.

For more, check out the VOD recap of our PAX panel, where we shared more details about our plans for the free Arc of Tomorrow update and the Earthrise expansion.

35 years of “one more turn” memories is a tremendous milestone. On behalf of the team at Firaxis Games, thank you for being a part of Civilization, and for making all of this possible.

- Ed Beach, Creative Director

  • gustaveau
  • Registratie: Mei 2005
  • Laatst online: 09:48
Caelorum schreef op zondag 6 september 2026 @ 13:56:
Geen idee waarom dit nog niet hier gepoost is https://civilization.2k.com/civ-vii/news/35th-anniversary/

Informatie over de komende patch, gratis update en de daarna komende betaalde uitbreiding. Dat zal de eerste uitbreiding zijn en is meestal een moment waarop een civ game daadwerkelijk interessant wordt.


[...]
Zou Earthrise een soort Alpha Centauri kunnen gaan worden?

Dus verder bouwen op de maan?

  • Caelorum
  • Registratie: April 2005
  • Laatst online: 10:24
Nee, als je de PAX west stream hebt bekeken zie je dat het dit niet gaat worden. Eerder een soort beyond earth 2 waarbij je missies kan starten/lanceren richting andere planeten en manen in het zonnestelsel.

  • Dwarlorf
  • Registratie: Juni 2016
  • Laatst online: 08:55

Dwarlorf

Nokando a place near Kathmandu

Developer livestrean nog niet gekeken maar, wow, Arc of Tomorrow leest goed. Gelukkig gratis. Vooral dit spreekt me zeer aan:
  • New empire management tools, like the ability to transform your own Settlements into new City-States, to have finer control over your Settlement Limit and ensure you always have a path to engage in enhanced City-State abilities.
  • Enhanced City-State interactions & Proxy Warfare, allowing you to avoid all-out empire vs empire war by focusing your attention and resources into smaller City-State conflicts as proxies.
Vind de settlement limiet soms te beperkend als je op een veroverings tour bent dus hoopte dat ze daar iets aan zouden doen. Maar dit overtreft mijn verwachtingen. Ben benieuwd.
edit:
Proxy wars lijken alleen in de Atomic age te komen.
Earth Rise ook interesant natuurlijk.

[ Voor 4% gewijzigd door Dwarlorf op 07-09-2026 10:38 ]

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • Dwarlorf
  • Registratie: Juni 2016
  • Laatst online: 08:55

Dwarlorf

Nokando a place near Kathmandu

AntiChrist7 schreef op dinsdag 21 juli 2026 @ 22:35:
[...]

Zo was mijn laatste game Amina met Aksum-songhai-america en gewoon obsceen veel geld binnenhalen samen met extra productie voor wonders en gewoon traden met iedereen. Al vind ik die uitbreiding die ze nu hebben (brush en blade) wat te duur aangezien je het maar in stukken krijgt.
Elke keer als ik specifiek speel voor cultural of science (ongeacht leider of civs) dan lukt dat voor geen meter. Als ik gewoon ga voor geld maximaliseren dan win ik random op punten op cultural, science of economic. En als ik me daarnaast om militarisme focus dan is dat waarop ik eigenlijk altijd win en sta ik voor de andere wincons ook vaak bovenaan de lijst.

Ik ga er van uit dat ik in het eerste geval iets fout doe. Maar volgens mij is het spel sws zeer gefocussed op geld.

Brush and Blade update onlangs toch maar yolo gekocht. Heb een zwak voor Japanse geschiedenis. Dus ook leuk in dat kader dat Korea er bij zit.

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • AntiChrist7
  • Registratie: Oktober 2014
  • Laatst online: 08:38
Denk dat wat afhangt van je speelstijl en de difficulty, maar lees het wel regelmatig.

Zelf blijf ik meestal wel onder de settlement cap eenmaal in de midgame, Hoe minder steden hoe makkelijker het managen. Ik zit meestal op 4, soms 5. In die zin zijn towns wel een leuke toevoeging, eenmaal je ze omvormt moet je er niet te vaak meer naar kijken.


Die earthrise expansie klinkt wel interessant, want vorige games hielden zich altijd gewoon met de Aarde bezig. Behalve dan een space victory door een missie te lanceren waar je niets van zag.

  • gustaveau
  • Registratie: Mei 2005
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Ik ben pas net begonnen op de xbox, dus nog volop aan het leren.

Wat voor ratio tussen towns/cities houden jullie meestal aan en waarom?

  • Dwarlorf
  • Registratie: Juni 2016
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Dwarlorf

Nokando a place near Kathmandu

Ik doe het meestal wat gevoelsmatig. Het hangt ook heel erg af van de geopolitieke situatie, de kaart en mijn locatie er op (plaats settlements zo strategisch mogelijk) en van mijn toekomstplannen. Als ik bijvoorbeeld voor een military victory ga dan prioriteer ik civics en techs en andere mogelijkheden die de settlement cap verhogen en ga ik zelfs vaak over de cap heen. Ik prioriteer standaard ook het vergaren van zoveel mogelijk influence maar zeker in situaties waarbij ik veel verover. Het razen van settlements is nogal kostbaar mbt influence dus je wilt ze eigenlijk zo veel mogelijk houden. Maar qua steden zit ik denk ik gemiddeld iets van 3.

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • Caelorum
  • Registratie: April 2005
  • Laatst online: 10:24
Ligt een beetje aan de age, maar grofweg age * 3. Ik speel niet op Deity, maar op Immortal. Ik heb geen zin super optimaal te spelen, dus dan kan je ermee weg komen.
En afhankelijk van de leader en wie er naast me spawned komt het ook wel eens voor dat ik 10 over de settlement cap heen zit. Komt overigens niet altijd goed uit hoor :D

  • lekkerliegen
  • Registratie: Februari 2000
  • Laatst online: 03:10

lekkerliegen

Think about it

Mijn ervaring, ben een beetje laat ingestapt, en weinig tijd gehad:

Civ 7. Goeie multiplayer (beter dan civ 6 , maar geen gedetailleerd slagveld met manuele bediening van grote legers.. dat zou ik leuk vinden.. een soort apart scherm voor battles.. kan een optie zijn voor civ 8. Maar civ blijft civ..

Maak goeie afspraken want er zijn veel uitvallers bij multiplayer

Civ 6 vond ik mooier, civ7 goed/beter..

Explore everything - Maak je er niet zo druk om


  • AntiChrist7
  • Registratie: Oktober 2014
  • Laatst online: 08:38
Je speelt civ toch niet multiplayer met randoms? zelfs op online speed zal het minstens twee avonden duren. Ik probeerde ooit eens civ V MP op te zetten met wat steamvrienden en vrienden van... tien pogingen ofzo en maar eentje afgemaakt.

Ik weet dat er een No Quitters groep bestaat voor MP, lijkt me te hardcore


Als je manuele gevechten wilt (ik neem aan dat je total war kent), kan ik Endless Legend 1+2 aanraden btw. Zeker die eerste is een topgame en heeft heel wat invloed gehad op civ. Zo hadden zij districten voor civ 6 ermee kwam, en ook commanders/generaals, waar je je leger op een kleine stack zet is van hen

  • PjotrX
  • Registratie: Maart 2003
  • Laatst online: 08:18
Props aan hun dat ze de Atomic age gratis maakten en niet als een dlc. Ziet er veelbelovend uit, ook benieuwd naar de nieuwe mechanics zoals proxy-oorlogen voeren. De expansion ziet er ook tof uit! Blij dat de uitbreiding niet alleen wat toevoegd aan de laatste age, maar door het hele spel heen.

  • Dwarlorf
  • Registratie: Juni 2016
  • Laatst online: 08:55

Dwarlorf

Nokando a place near Kathmandu

Hebben jullie het idee dat ze factories helemaal gaan reworken naar Commodities and Manufactured Goods of dat dit alleen voor de Atomic Age is? Het is me niet helemaal duidelijk maar ze zeggen op een gegeven moment dat met de atomic age over de gehele linie wijzigingen worden doorgevoerd (cohesive experience from the beginning to the very end) met die update.

The blob ain't bothered. Its slime don't care. / The mind commands the body and it obeys. The mind orders itself and meets resistance.


  • Caelorum
  • Registratie: April 2005
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https://civilization.2k.com/civ-vii/game-update-notes/
Game Update Notes | Civilization VII
43 - 55 minutes
Update 1.5.0 Notes - September 15, 2026
Update 1.5.0

Update 1.5.0 is officially live, bringing a batch of changes to Civilization VII, including the addition of the long-awaited True Start Location Earth map*. What makes this release even sweeter is that it lands right as we celebrate the 35th anniversary of the Civilization franchise!

A note for Switch/Switch 2 players: This patch will be coming at a later date. Thank you for hanging in with us while we work to get this patch through the additional Nintendo submission requirements. In the meantime, the current console-compatible Switch version remains available with full crossplay support with Steam (instructions on how to access here). Switch to other console cross-play will be unavailable until the update arrives to Switch / Switch 2.

If you caught our developer panel at PAX, you also saw our first big look into Civ VII’s future, including the fourth age in the free Arc of Tomorrow update, and our upcoming expansion, Earthrise. Our team is now going heads-down to bring those massive releases across the finish line. Because of that, our patch cadence will naturally quiet down over the coming months, though we still have one more interim update in the pipeline.

If you want an early look behind the curtain and a chance to help us shape what’s next, come apply to the Firaxis Feature Workshop to provide feedback on early builds with the team! In the meantime, we hope 1.5.0 gives you plenty of reasons to celebrate 35 years of empire-building.

Let’s jump into the notes!
Before You Dive In…

Update drivers: We recommend ensuring your graphics drivers are up-to-date and to double check our Minimum System Requirements for the best experience.
Backwards compatibility: While we aim to maintain backwards compatibility for existing saves as much as possible, some new abilities or effects may not appear until you start a new game. For the best experience, we recommend starting a new game.
Legacy branch: Are you playing on Steam and want to finish your current save under a previous version? You can do so using our legacy Steam beta branch. To join the legacy branch, right-click Sid Meier's Civilization VII in your Steam library, select Properties, then click over to the Betas tab. From there, select the “legacy” option.

As a reminder, you can visit our tracker to see known issues. If you’re encountering an issue, you can submit a bug report with the team here.
Feature Spotlights
True Start Location Earth Map
True Start Location Earth Map

True Start Location Earth* has officially arrived in Civilization VII!

Built exclusively on a Huge scale to maximize playable space, this hand-crafted map emulates the planet Earth as closely as possible, including terrain, river, Resource, and Natural Wonder locations. All campaigns start in Antiquity, with your starting location determined by the historic capital of your chosen civ.

For Civilization VII, we introduced a few twists and updates that we haven’t had in previous Civilization games. Major waterways like the Nile and Amazon now feature Navigable Rivers, and each map will always include seven Natural Wonders, picked from a randomized pool each time. To give starting locations room to breathe, we trimmed away Tundra and empty Ocean tiles, and magnified a few key areas like Europe (to avoid overcrowding), and Hawaii and Japan to ensure island starts aren’t always a challenge run.

With the introduction of handcrafted regional maps, the map selection screen is going to be pretty crowded soon. As we add more maps, expect an update to the map selection screen.

If you want to learn even more about the development of TSL Earth map, take a look at our recent From the Devs article. We can’t wait to see how you reshape world history – happy exploring!

*Earth map is currently available on Steam, Epic, Mac, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. It is not currently available on Nintendo Switch, PlayStation 4, and Xbox One.
Terra Incognita & Shuffle Maps
New Shuffle Map

An example of the new Shuffle map above!

TSL Earth map isn’t the only map update we have in 1.5.0! Terra Incognita and Shuffle maps have been reimagined with Voronoi technology, completing our process of providing updated versions of all base-game maps to players.

The Shuffle map type generates two main areas on the map and divides civs between them like a standard Continents map. However, each area is procedurally generated based on a different base map script. For example, one half of the map might be generated like an Archipelago map, while the other half looks like a Fractal Continents map. The four possible types of map generation are: Continents, Fractal Continents, Archipelago, and Shattered Seas. You can roll the same type of map on both sides, but it’ll be uncommon. Shuffle maps are a great choice for players that like high variance and having to figure out their map each game.

The Terra Incognita map type is a variant of the Shuffle map type that guarantees that one of the two main regions of the map is generated like a Continents map. When possible, human players will start on the Continent side. The other side is randomized, with a significantly reduced chance of being a Continents map again. This map type is great for players that still want some mystery in the Exploration Age but like having a reliable Antiquity Age.

Now that we’ve completed our map generation updates, you may be wondering what’s next for maps in Civ VII. We’re considering new options for map generation like the Sea Level option introduced earlier this year, level-designed regional maps like Earth, and brand-new map types like Shattered Seas. We’d love to hear from you about where you’d like map updates to go next - so let us know on Steam, Discord, or wherever you talk Civ!
Pay Influence to Stay Neutral
Pay Influence to Stay Neutral

Ever been peacefully building your empire when suddenly, an Ally drags you into an unwanted war? With 1.5.0, we’re giving you a new option to stay out of conflict and maintain your Alliance (as long as you have the Influence to spare).

When an Ally enters a war, you’ll now have an additional option to pay Influence and stay out of it. This paid Influence is still going directly to your Ally, so you’ll still be showing support… from your peaceful position on the sidelines, that is. At regular intervals (every 10 turns on Standard speed), you’ll have another opportunity to join the war, or pay Influence again to stay peaceful. The only exception is if two of your Allies go to war with each other, in which case you cannot remain neutral.

Diplomatic gameplay can swing the outcome of a game wildly, especially around war, so we’re making targeted adjustments while we measure the impact on full games. We expect this change to have a strong impact in games with lots of human players, and for players who want more tools to navigate their web of Allies in the late game. We plan to continue to make targeted changes in this area of gameplay, and are looking at either liberation mechanics to return Settlements to their original owners, or a review of Alliance effects to increase their value.
UI Improvements: Radial Ruler, Improved Tooltips, & Syncretism Unlock Info
Radial Ruler

1.5.0 includes a few notable UI improvements, aimed at giving you more information to inform your empire-building strategies. These improvements include the new Radial Ruler, Improved Plot Tooltips, and Syncretism unlock information when selecting a civ.
Radial Ruler

For multiple mechanics and effects in Civilization VII, counting tiles and measuring tile distance can be necessary for making strategic decisions.

Settlements can generally only claim hexes up to three tiles away from the City Center, the El Escorial Wonder only affects Settlements that are within six tiles of it, and many of the Gauls’ abilities and effects (more info on this new civ below!) are all about how far your own Settlements are from one another, and from those of your foes.

To spare you from counting tiles by hand, we’ve added a new Radial Ruler to help. The Radial Ruler is an overlay that will follow your cursor showing what tiles are within a three-tile radius, and a six-tile radius from the highlighted plot. You can turn it on and off from the Lenses Panel, and you can also easily toggle it while the Settler Lens is active.
Improved Plot Tooltips

Additionally, Plot Tooltips now call out whether a plot is part of an Island to help support the new England civ, and they also display the tile’s Appeal level and value to help out Heian Japan. We’ve also added additional information to Unit Tooltips, so you can more quickly get access to information such as base Combat Strength or Movement speed. You can easily access these tooltips by hovering over a Unit Flag on the map.
Syncretism Unlock Info

Ever find yourself wondering which civs you’re able to syncretize with? Now, this information is available right at your fingertips during game setup! Before you make your first turn, you’ll be able to view not just which civs are unlocked by your chosen leader and civ each Age, but also which civs you can syncretize with outside of your Apex Age.
Hall of History Content Collection
Hall of History Collection

Launching with Update 1.5.0 is the latest Content Collection, Hall of History**. This Collection focuses on classics that longtime Civ fans will recognize from previous entries in the franchise. Unlike previous collections, Hall of History is being released all at once; you’ll receive access to the entire collection immediately upon purchase.

**Base game required. Each DLC will be delivered automatically in-game on release. Terms apply.
Leaders
NEW Leader: Elizabeth I
NEW Leader: Elizabeth I

Queen Elizabeth I, the last of the Tudors, reigned over England for 44 years. Under her rule, England went from a small, insignificant country to a major player on the world stage, decimating Spain's armada and founding early settlements in North America. Her English privateers dominated the seas, her merchants laid the foundation of the East India Company, and her policies created room for Shakespeare and the other great English playwrights. She was a monarch, a queen, a woman who refused to be limited by the expectations of her time.

Attributes: Cultural, Economic
Unique Ability - Royal Monopoly: Unlimited Trade Route Range. When you found a Settlement on a different Continent than your Capital, receive a Great Work. Increased Movement to Naval Units, Embarked Settlers, and Embarked Merchants. Merchants and Settlers have reduced training costs. Decreased Combat Strength per Age to Land Combat Units.
Agenda - Trade Agreement: Increase Relationship with civilizations that have more Trade Routes than you. Decrease Relationship with civilizations that have as many or fewer Trade Routes than you.

Check out the full Game Guide for Elizabeth I here.
NEW Leader: George Washington
NEW Leader: George Washington

The first President of the United States, George Washington did not seek greatness; he was pulled to it. A planter and surveyor from Virginia, Washington gained a reputation for fortitude under fire in the French and Indian War, a reputation that led to his being placed at the head of the Continental Army in the Revolution. Outmanned and outgunned, Washington nevertheless managed to defeat the British and secure the freedom of the United States — but he could not rest. Called upon again to serve as President of the new republic, Washington remained a tireless advocate for unity, for individuals to put their party politics and personal interest aside and work together to make a more dignified, orderly nation.

Attributes: Diplomatic, Expansionist
Unique Ability - Constitutional Convention: Gain a Migrant in your Capital when entering a Celebration. Increased Food per Age in Towns and increased Happiness per Age in Cities for each Policy–but not each Tradition–slotted in your Government. Start with a Policy Slot and additional Policies:
Continental Ambition: Increased Production toward training Settlers.
Bill of Rights: Increased Culture and Production per Age on the Palace.
Agenda - Hearts of His Countrymen: Increase Relationship with civilizations that have the most Happy, Joyous, or Ecstatic Towns. Decrease Relationship with civilizations that have the most Unhappy or Angry Towns.

Check out the full Game Guide for George Washington here.
Civilizations
NEW Civilization: Babylon
NEW Civilization: Babylon

From the time of Hammurabi to the height of Nebuchadnezzar II, the city of Babylon was the center of Mesopotamian culture. Though Babylonia changed hands several times throughout the period, it eventually overthrew the Assyrian Empire, extending Babylonian reach through the Levant and northern Arabia. The Persians conquered Babylon in 539 BCE, but the city remained a center of economic prosperity and cultural excellence long into the next millennium.

Apex Age: Antiquity
Attributes: Cultural, Expansionist
Unique Ability - City at the Center of the World (Antiquity Age): Every time you build a Food Building, Culture Building, or Wonder in a City, receive an additional Growth Event. Starts with a reduced Settlement Limit.
Unique Civilian Unit - Tamkāru (Unique Merchant Unit): When you establish a Trade Route from your Capital, receive a set amount of Culture for each tile extending from the Capital (scales based on game speed).
Unique Military Unit - Qašti (Unique Ranged Unit): Increased Production towards the Qašti if a Settlement has an Altar and increased Combat Strength for Districts or Wonders within one tile.
Unique Improvement - Kirimāḫu: Increased Food. Additional increased Food for each adjacent District. Limit to one per Settlement, must be placed adjacent to a River.
Associated Wonder - Hanging Gardens: Increased Food on Farms in this Settlement. Increased Growth Rate in all Cities. Gain Expansionist Attribute Point. Must be placed adjacent to a River.

Check out the full Game Guide for Babylon here.
NEW Civilization: Gauls
NEW Civilization: Gauls

Throughout the Iron Age, much of western Europe was settled by the Gauls, a group of Celtic tribes known for their brilliant metalsmiths and fearless warriors. As their population grew, the Gauls began seeking new resources and fresh land - but so did their neighbors, most famously, the Romans. In 390 BCE, the Gauls sacked Rome, becoming the most feared of Rome's enemies for centuries. Eventually united under their chieftain Vercingetorix, the Gauls offered fierce resistance to Rome's imperial ambitions, forever leaving their mark on history.

Apex Age: Antiquity
Attributes: Economic, Expansionist
Unique Ability - Favor of Cernunnos (Antiquity Age): Increased Production in Settlements if there is not another Gaul-founded Settlement’s City Center within a set number of tiles. Increased Gold if your Settlement’s City Center is within a set number of tiles from another civilization’s border. Towns can purchase Fortification Buildings regardless of Town Focus.
Unique Civilian Unit - Druid (Unique Settler Unit): Increased Movement. If you found a Settlement on a Breathtaking Appeal tile, receive a free Nemeton Unique Building; can be used in any Settlement that can construct a Nemeton.
Unique Military Unit - Gaisatai (Unique Infantry Unit): Increased Combat Strength for adjacent Military Units.
Unique Quarter - Dūnon: Increased HP to Fortifications in this Settlement.
Unique Building - Nemeton: Increased Happiness. Culture Adjacency with Breathtaking Appeal tiles. Counts as Fortification.
Unique Building - Goben: Increased Culture. Increased Gold and increased Production toward Military Units if placed on Rough Terrain. Increased Production Adjacency with tiles of other civilizations. Counts as Fortification.
Associated Wonder - Vix: Gain Great Work slots. Increased Culture and increased Gold to Ageless Buildings in this Settlement. Cannot be placed adjacent to a District.

Check out the full Game Guide for the Gauls here.
NEW Civilization: England

NEW Civilization: England

Forged in battle, refined at the altar, England dominated medieval Europe. Under the Plantagenets, the crown contended with the church, the aristocracy, and restive neighbors to shore up a kingdom of strength and beauty, of longbows and Gothic cathedrals. Transformed by plague and the Hundred Years’ War, England emerged into the Tudor era rich in arts and economy, primed for reformation and colonial expansion – growth that laid the foundations for the British Empire.

Apex Age: Exploration
Attributes: Economic, Cultural
Unique Ability - Magna Carta (Exploration Age): Increased Culture on Gold Buildings and increased Gold on Culture Buildings; this is doubled for Island and Distant Lands Settlements.
Unique Civilian Unit - Merchant Adventurer (Unique Merchant Unit): Increased Influence when establishing a Trade Route with Homeland civs. Increased Gold when establishing a Trade Route in Distant Lands for each Resource in that Settlement.
Unique Military Unit - Longbow (Unique Ranged Unit): Unique Ranged Unit. Increased Attack Range. Costs more to train or purchase.
Unique Quarter - Abbey: Increased Culture in this Settlement for each of your Towns following your Religion.
Unique Building - Chapter House: Increased Culture. Increased Culture Adjacency with Happiness Buildings.
Unique Building - Chapel: Increased Gold. Increased Happiness Adjacency with Culture Buildings. Has a set number of Great Work slots.
Associated Wonder - Globe Theatre: Increased Culture and increased GDP per turn for each Great Work displayed, across your empire. Has a set number of Great Work slots. Must be placed adjacent to a River.

Check out the full Game Guide for England here.
Update Notes

(★ = Community Influenced Item)
Gameplay
Maps & Map Generation

Added True Start Location Earth map.
Some specific notes regarding TSL Earth:
TSL Earth is only available at Huge Size, on PC, Mac, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2.
All TSL Earth games must start in the Antiquity Age. Advanced Starts are not currently supported on this map type.
The Grand Canyon Natural Wonder does not spawn on TSL Earth.
Dev Note: Independent Powers do not currently map to their TSL spots on the map. We considered this, but too many leaders and civs require a density of IPs on the map to work well, and we opted for better gameplay. We are looking at the work it would take to add a TSL option for IPs but no timeline yet.
Added Shuffle (Voronoi) map.
Added Terra Incognita (Voronoi) map.
Improved Resource Placement across all map types for faster loading speeds and new map generation functionality.
Dev Note: Similar to how our Voronoi generation changed how we generate maps, we also have a new approach to Resource placement that gives us new tools and different outputs. We’ll be taking your feedback into consideration as we tweak Resource placement in future patches.
Niter Resources no longer incorrectly spawn in the player’s Homelands during the Antiquity Age.
Rubber now regularly spawns in the Modern Age.

Diplomacy

(★) You can now pay Influence to an Ally to avoid joining their war while still maintaining your relationship.
WMD strikes can no longer be launched without starting a war.

Military

[Tides of Power DLC] The Janissary Ottoman Unique Unit no longer incorrectly applies a Happiness penalty on Rural tiles.
Mikasa (Meiji Japan) and [Crossroads of the World DLC] Modern Unique Heavy Naval units Revenge (Great Britain) now correctly receive a +1 Range increase upon reaching Tier 3

Miscellaneous

Independent Powers no longer spawn within player Settlement borders.
The Hoo-Do Wonder no longer fails to provide +1 Appeal to adjacent tiles.
The Relationship Panel now correctly displays which leader settled too close to an opposing Capital.
Addressed an issue where the Happiness Needed value in the Governments window displays as “0/0” during a Celebration.

Leaders & Civs
Leaders

[Hall of History DLC] Added new leader Elizabeth I.
[Hall of History DLC] Added new leader George Washington.
Friedrich, Oblique and Gilgamesh leader Challenges now correctly grant completion credit.
Pachacuti’s Mountain Food adjacency bonus no longer persists on buildings in a captured Settlement.
Added a “Win in the Modern Age” platform achievement for the following DLC leaders on Steam, Epic, PlayStation, and Xbox:
Ada Lovelace
Simón Bolívar
Genghis Khan
Lakshmibai
Edward Teach
Sayyida al Hurra
Toyotomi Hideyoshi
Yi Sun-sin
George Washington
Elizabeth I

Civs

[Hall of History DLC] Added new civ Gauls (Apex in Antiquity Age).
[Hall of History DLC] Added new civ Babylon (Apex in Antiquity Age).
[Hall of History DLC ] Added new civ England (Apex in Exploration Age).
[Brush & Blade DLC] Sengoku Japan’s 4 Major Triumphs challenge can now be completed as expected.
When playing as the Normans, the Bayeux Tapestry Tradition now correctly grants +4 Culture to captured Settlements.
When playing as Russia, the Obshchina no longer incorrectly gains extra yields when placed on a Tundra.
[Right to Rule DLC] Qajar now correctly unlocks for the Modern Age after playing as Achaemenid Persia in the Exploration Age with Advanced Start.

UI
General

(★) Added a Radial Ruler into the Lens panel that allows players to measure tile distance from the cursor more effectively.
(★) [PC-Only] Added an option to turn off specular reflection highlights on Deep Ocean tiles.
Dev Note: This change should be especially helpful for content creators trying to limit video bitrate!
(★) Added Syncretism unlock information to various screens during game setup.
Added a new toggle to the Appeal Lens that shows the specific Appeal value of a plot.
Unavailable civilizations now correctly appear grayed out during the Exploration Age Transition.
Loading screens no longer have an unnecessary scroll bar.
The reset button in the options menu now correctly reverts changes made to font scale.
The button prompts shown in the tutorial now correctly match modified user keybinds.
The minimap camera map zoom now correctly functions when using the Scroll Wheel on the minimap.
Addressed an issue preventing the Lens panel from opening correctly after a Civic or Tech unlock notification.
The “Resource Replacement Failed” pop-up now correctly displays when attempting to replace Camels while unable to do so.
In-game layout decoration and Lens systems no longer automatically change when establishing a Capital City.
The player now correctly appears among the listed leaders in the defeat summary screen after Retiring.
The “Collapse All” button in the City Details view now works as expected after cycling through multiple Cities.

Alignment & Spacing

When viewing the Diplomacy menu with insufficient Influence, longer Independent Power names no longer overlap with the font icon.
Naval Units’ flag icons no longer overlap each other when Units occupy the same tile.
The Map Type menu no longer overlaps with tooltip UI in the Game Setup menu.

Controller-Specific

The Government Overview panel now scrolls down fully when playing as the French Empire.
Addressed several issues where the controller could lose functionality when closing or dismissing certain UI elements.
Addressed several controller cursor focus issues across the Religion, Diplomacy, Commerce, and Pause menus.
Navigation no longer becomes unresponsive after hiding the nested tutorial tooltips in the Diplomacy Screen and taking a Diplomatic Action.
If the ‘Add AI Player” option is unavailable in the Advanced Options menu, the cursor no longer disappears when moving over this option.
The 'Change Policies' button now successfully opens the Government screen when pressed on the Civic unlock pop-up during simultaneous Tech and Civic unlocks.
Interacting with tutorial pop-ups in city menus no longer inadvertently triggers the "Edit Name" function.
Independent Power screen button prompts now correctly appear when accessed from the Diplomacy Actions screen.

Text Changes

Various text fixes and improvements across the game.
Removed instances of placeholder text in Hotseat multiplayer.

Tooltips

You can now see the Appeal and Appeal value of a tile via the Plot Tooltip.
The 'Occupied' tooltip now properly displays on hostile Units in neutral or enemy-owned territory.
Narrative Event reward text is now present in the options box independent of whether tooltips are hidden.

Narrative

Fixed various storylets that would not appropriately trigger or appear.

Audio

Nuclear detonation SFX/VFX now correctly plays when launched from a Squadron Commander.
Addressed multiple music-loading issues in Hotseat mode.
Improvements to multiple audio cues and SFX across various menus.

Platform-Specific
Switch/Switch 2

Purchased DLC content can now be properly accessed while offline.

[ Voor 4% gewijzigd door Caelorum op 15-09-2026 18:14 ]


  • AntiChrist7
  • Registratie: Oktober 2014
  • Laatst online: 08:38
Ik begin wel paradox vibes te krijgen. Ik heb de laatste dlc nog niet, en er komt al nieuwe aan (en de content packs zijn echt wel te duur geprijsd). Dus ik stel het uit om te spelen en eer dat de originele dlc in een goeie sale is, is er weer twee nieuwe bij....


De updates en ideeen op zich zijn wel goed

  • gustaveau
  • Registratie: Mei 2005
  • Laatst online: 09:48
Eens even kijken wanneer de update doorkomt op de xbox.

  • Bossie
  • Registratie: Juli 2001
  • Laatst online: 08:48
lekkerliegen schreef op maandag 7 september 2026 @ 16:42:
Civ 6 vond ik mooier, civ7 goed/beter..
Misschien 7 dan maar eens installeren, tot nu toe nog steeds zeer tevreden met 6.
Maar het voelt alsof het sinds 5 wel elke nieuwe versie een klein stapje minder word.

We're just enthusiastic about what we do. -- Steve Jobs, 1985; Battle.net: Bossie#2919

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