Civilization VII Update 1.2.0 went live on April 22, 2025, adding 10 resources, One More Turn, Multiplayer Teams, research queuing and a broad set of balance and quality-of-life changes. The update also reworked population growth, reduced natural disasters on two settings, and made espionage riskier. It is a retrospective on that 2025 patch, not a statement of the game’s current version.
What Update 1.2.0 added
Firaxis described the update as bringing “highly-requested improvements, balance changes, and new features – many of which were shaped directly by your feedback.” Its headline additions included One More Turn and Multiplayer Teams, alongside several practical interface improvements. Firaxis’ April 25, 2025 Steam roundup confirmed the update was live.
One More Turn and Multiplayer Teams
One More Turn and Multiplayer Teams were among the update’s named new features. The announcement identifies them as headline additions but does not detail their operation, so this summary does not infer additional rules or modes beyond those names.
Research queuing and Repair All
Research queuing lets you select a locked Technology or Civic; the game then queues the prerequisites needed to reach it as quickly as possible. Repair All gives you a way to handle multiple damaged tiles at once: when purchased, repairs can be completed instantly or added to the Production queue.
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Other interface changes included highlighting eligible tiles when selecting a Great Person and allowing packed units to be upgraded together with the Commander’s Upgrade All button.
Ten new resources and changes to the map
The update introduced Mangoes, Clay, Flax, Rubies, Rice, Limestone, Tin, Llamas, Hardwood and Wild Game. Each received new effects and at least one Narrative Event. The resources could appear in Antiquity or Exploration; Rice, Limestone, Tin, Llamas and Hardwood could also appear in Modern.
Resource placement was randomized on new game starts, with some resources guaranteed in certain Ages to support the Economic Legacy Path. New placement rules aimed to make initial distributions more consistent while adding more variation at Age transitions. Some Exploration and Modern economic-path resources were limited to one hemisphere, making overseas expansion or trade relevant to obtaining them.
Treasure Resources and other resource adjustments
Treasure Resources gained passive empire effects in addition to their Treasure Fleet role when improved in Coastal Settlements in Distant Lands. Horses, Furs and Rubies joined the list; Gold, Silver, Cocoa, Spices, Sugar and Tea remained. “Homelands” and “Distant Lands” are relative to each civilization’s perspective. The notes also say the Distant Lands continent in Antiquity no longer spawned placeholder Treasure Resources for Age Transition.
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- 4 LEADER PERSONAS - Enjoy alternate Personas for four of Civilization VII's leaders, including Ashoka (World Conqueror), Friedrich (Baroque), Himiko (High Shaman), and Xerxes (The Achaemenid)! Each persona includes a unique outfit and background for the respective leader, plus a new Unique Ability and Agenda that reflect a different side of their personality!
Among other adjustments, Dyes increased from +3 to +4 Happiness. Fish stopped being a Factory Resource and became a Bonus Resource: it provides +6 Food in Settlements with a Port and +3 Food in other Settlements. Tin became a Factory Resource with a Growth Rate bonus.
Coastal erosion was improved on Continents Plus, Continents, Shuffle and Terra Incognita maps, especially near the poles.
Population growth, disasters and settlement economy
Food and population growth
The food-growth formula changed from cubic to quadratic scaling. Firaxis said this removed the former hard-cap effect when stockpiling Food: each growth event would add only a modest number of turns before the next population increase.
Natural disasters
Disasters became less frequent on Light and Moderate settings. Light frequency was reduced by 50%, and Moderate by 25%; Catastrophic was unchanged.
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- Deluxe Edition includes: Full base game, Early Access, the Tecumseh and Shawnee Pack, the Crossroads of the World Collection, and the Deluxe Content Pack.
- BUILD AN EMPIRE THAT STANDS THE TEST OF TIME - Lead your empire through distinct Ages of human history. Each Age is its own rich, nuanced journey, with unique playable civilizations, available resources, explorable land, and even entire gameplay systems, creating a deep, historically immersive strategy experience. Strive to accomplish significant scientific, cultural, militaristic, and economic milestones within each Age to unlock impactful advantages in the next!
- EVOLVE YOUR EMPIRE AS EACH NEW AGE DAWNS - To build a legacy that truly stands the test of time, you must adapt. Forge your own path through history as you reshape your empire at the start of each Age, selecting from a pool of new Age-relevant civilization options determined by your prior gameplay accomplishments. Evolving your empire unlocks fresh gameplay bonuses and unique units, so your current civilization is always at the height of its power.
- PLAY AS VISIONARY LEADERS OF PROGRESS - Embody an illustrious leader with one of Civilization's most diverse rosters yet, from traditional heads of state known for their militaristic might or political prowess, to visionary leaders who made everlasting impacts in philosophy, science, human rights, and more!
Towns and Cities
Towns could purchase Bridges. A Town with a water-based Building counted as Coastal and connected to Settlements whose City centers were on the same Continent, as shown in the Continents Lens.
Upgrading a Town to a City became more expensive in Exploration and Modern: both the base cost and the cost per City increased by 100 Gold per Age. The patch also removed Happiness penalties for losing trade routes and for spawning or resettling Migrant Units.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Espionage and military balance
Espionage carries greater risk
Detected Technology or Civic theft incurred a penalty equal to 100% of the base cost over 10 turns, up from 50% over 10 turns. Stealing took 50% longer, Counterspy could target any number of players simultaneously, and espionage actions taken while counterspied had a 30% failure chance. The notes framed these changes as a response to theft being too powerful and counterplay too limited.
Cavalry and unit management
Cavalry production costs increased by 10 Production per Age, and their maintenance increased by 1 Gold in every Age. The patch also improved the Commander’s Upgrade All option for packed units.
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At Age transitions, naval units became less likely to be placed in inland lakes: the game searched for the largest nearby body of water instead.
AI, interface and other fixes
The AI received several adjustments, including larger navies on Archipelago maps, improved responses to hostile Naval attacks by land units, and better use of Great People Unique Civilian Units. The patch also prevented different players from choosing duplicate City-State Bonuses and addressed an issue in which the AI sometimes failed to attack nearby enemy units while assembling forces against a Settlement.
The notes list additional changes to town connections, tutorials, Civilopedia entries, controller behavior, tooltips, notifications, audio, platform-specific input and stability. These are specific fixes and adjustments, not a claim that every reported issue was resolved.
Where the patch fits in the update timeline
Update 1.2.0 was the April 22, 2025 patch, not a current-version label. The official notes were published April 21 and updated April 29, 2025. They stated that Update 1.2.0 – Patch 1 would be incorporated into the June update for Nintendo Switch, coinciding with the Civilization VII Nintendo Switch 2 release. That was a rollout note from 2025, not current platform availability information.
For the complete item-by-item change list, see the official Civilization VII Update 1.2.0 patch notes.
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