Sid Meier’s Civilization 7 Update 1.000.011 Patch Notes (1.09)

Sid Meier’s Civilization 7 update 1.000.011 (v1.2.2) is available to download on PS5, PS4(1.09), and PC (Steam). According to the official Civilization 7 patch notes, the latest Civilization VII’s 1.2.2 update 1.09 adds Large and Huge maps, extensive new Advanced Game Options, Steam Workshop support, and numerous religious, AI, and UI improvements. It introduces new Town Specializations, City-State bonuses, and expanded modding tools. Additionally, the Civilization 7 patch 1.000.011 also boosts customization, and enhances strategic depth across.

Civilization 7 update 1.09 Patch Notes – June 23, 2025

Sid Meier's Civilization 7 Update 1.08
Sid Meier’s Civilization 7 Update 1.09

1.2.2 Patch 1 Summary (All Platforms & Mac)

Gameplay

  • New Advanced Game Options 
    • [★ – Community Influenced Item] Added an option to pick and choose which Legacy Paths are enabled per Age.
      • Dev Note: We wanted to give players options for how they could customize their game by allowing them to turn off Legacy Paths of their choice, and allowing them to disable the Score Victory. Note that if you turn off all Legacy Paths, and disable the Score Victory, you can still win the game with a Domination Victory by eliminating all other leaders. We think this change should allow for a cool sandbox experience through the Ages! (Please note that currently these options are only available in Single-player, but we plan to add these to Multiplayer in the future.)
        • Nuclear Fission Tech is added to the Modern Age, so players can still use nukes without completing the Military Legacy Path.
    • [★] Added an option to disable the Score Victory.
    • [★] Added a new “Custom” AI Difficulty setting that allows the player to choose difficulty options specific for each value.
      • Dev Note: With this update, you can set any of the AI bonuses to any level you want individually. Don’t like the economic bonuses the AI has on Deity, but enjoy the challenge in combat? Now you can set up a game to do exactly that!
    • [★] Added an option to pick and choose which Crises you want on or off in your game.
      • Dev Note: We’ve always allowed for Crises to be entirely on or off, but wanted to give you the added control to pick and choose which Crises you want to see. If you have more than one Crisis enabled for an Age, then the game will randomly choose one from the pool of enabled Crises.
    • [★] Added an option to Bypass Civilization Unlocks, allowing players to choose any civ for the next Age at Age Transition regardless of any unlock requirements.
    • [★] Added an option to control initial Independent Power hostility. Settling within 5 tiles of an Independent Power will still cause them to become hostile.
      • Dev Note: Starting near multiple hostile IPs can make for a challenging early game, but sometimes you just want some space to build out your Capital.
  • Land-Based Treasure Convoys
    • [★]  Treasure Fleets are growing legs! These will now be called Treasure Convoys, and you’ll be able to use them over land and not just the sea. Any Distant Lands Settlement with improved Treasure Resources now generates Treasure Convoys and no longer requires Coastal access, a Fishing Quay, or the Shipbuilding Tech.
      • Dev Note: The Treasure Fleet Legacy path, specifically the gameplay around gathering Resources not immediately available to your empire, is a fun collection minigame for players that like to play the map. While we’ve improved Resource placement further, the steps required to progress this Legacy Path were still quite restrictive and often forced linear play patterns instead of asking for interesting decisions when settling. We’ve made some adjustments that should make it much easier to pursue this Legacy Path, while still requiring you to explore and settle Distant Lands. We plan on continuing to observe this Legacy Path as well as the others to find places to inject strategic variety.
    • Shipbuilding is no longer required to make Treasure Convoys.
      • Dev Note: With this change, your Treasure Convoys will start their journey home while the Ocean is still dangerous, and your Units can still be damaged by stormy seas.
    • Fishing Quays are no longer needed to make Treasure Convoys.
    • Updated tutorial and Advisor Quests to remove instances of Fishing Quay being required to spawn Treasure Convoy.
  • AI
    • AI civs now repair damaged Buildings and Improvements over time in gameplay.
    • AI will now have better judgement and make smarter deals when negotiating a peace deal.
    • AI players will now activate a Great Person when they create one.
    • AI now prioritizes attacking Enemy Treasure Convoys when progressing through a game.
    • AI are no longer as aggressive in declaring war on players who are far away from them.
    • AI leaders can no longer build duplicate Buildings when one of their damaged Buildings has a hostile Unit on it.
    • AI civs will no longer build multiple Settler Units and not use them when encountered during late Antiquity gameplay.
  • Cities & Towns
    • Added a brand new Town Focus, Resort Town: +1/2/3 Happiness and +1/2/3 Gold on tiles with Happiness (Natural Appeal). +50% Yields on Natural Wonder tiles in this Town.
    • Redesigned Urban Center: +100% Gold and Happiness towards Building maintenance in this Town. You can buy additional Buildings (e.g. Library, Bath, Monuments) in this Town (Was: +1 Science and Culture on Districts with two Buildings in this Town.)
      • Dev Note: You can think of Urban Centers like a mini-City – useful for when you want some additional Buildings, but don’t necessarily want another build queue to manage.
    • [★] Adjusted balance on several existing Town Focuses:
      • Religious site: +1 Happiness on all Buildings and +1 Relic Slot on Temples in this Town. (Was: +2 Happiness and +1 Relic Slot on Temples in this Town.)
      • Factory Town: +100% Gold towards purchasing a Factory in this town. +1 Resource Slots. +5 Trade Range. (From +100% Gold towards purchasing a Factory in this Town. +1 Resource Slots.)
      • Mining Town: +2/3/4 Production on all Camps, Woodcutters, Clay Pits, Mines, and Quarries. (Was: +1/2/3 Production on all Camps, Woodcutters, Clay Pits, Mines, and Quarries.)
      • Hub Town: +1 Influence for every connected Town (Was: +2 Influence for every connected Town.)
        • Dev Note: The only nerf of the bunch, Hub Town has been tuned down slightly to bring it in line with other Towns. We’ll keep an eye on this Focus for further tweaks that may be needed.
      • Fort Town: +5 healing to Units and +25 health to Walls in this Town and can purchase additional Walls.
  • Independent Powers & City-States
    • [★] Added 24 new City-State bonuses across the Ages.
      • Dev Note: Bigger maps means more players, and more potential City-State allies. To support this, we added more options for Suzerain bonuses when befriending a City-State. One of these new options is also shareable, so multiple civs can choose it. We felt that having a good baseline option available to all players would be a good quality-of-life consideration.
      • New Antiquity City-State Bonuses: 
        • Scientific
          • Lingua Franca: +2 Science on displayed Codices.
          • Archimedes’ Screw: +1 Science on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
          • Dev Note: There are a few new bonuses that stack bonuses on Warehouse Buildings. This is part of an approach we’re experimenting with to keep infrastructure Buildings like Warehouses relevant and impactful as more of your empire is swallowed up by urban sprawl.
        • Militaristic
          • Hegemon: +1 Settlement Limit.
          • Dev Note: Some players have asked for more ways to increase Settlement Limit. We’re pretty comfortable with the current limits and how they rein in overly-wide strategies, but this seemed like an appropriately-costed way to give those players an option.
          • Spoils of War: +1 War Support. This bonus can be chosen by multiple civilizations.
        • Economic
          • Stockpiles: +2 Resource Capacity in the Capital.
          • Ganzabara: +1 Gold on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
        • Cultural
          • Ennigaldi-Nanna’s Museum: +2 Culture on displayed Codices.
          • Papermaking: +1 Culture on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
      • New Exploration City-State Bonuses: 
        • Scientific
          • Master Tradesmen: +1 Science on Specialists.
          • Apprenticeship: +1 Science on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
        • Militaristic
          • Staked Claims: +1 Settlement Limit.
          • Casus Belli: +1 War Support. This bonus can be chosen by multiple civilizations.
        • Economic
          • Bullion:+1 Gold on Treasure Resources.
          • Market Right: +1 Gold on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
        • Cultural
          • Sì Mín: +1 Culture on Specialists.
          • Artisans: +1 Culture on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
      • New Modern City-State Bonuses: 
        • Scientific
          • Refineries: +1 Science on slotted Factory Resources.
          • Mechanization: +1 Science on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
        • Militaristic
          • Dependent Territories: +1 Settlement Limit.
          • Home Front: +1 War Support. This bonus can be chosen by multiple civilizations.
        • Economic
          • Factory System: +1 Resource Capacity in Settlements with a Factory.
          • Entrepreneurship: +1 Gold on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
        • Cultural
          • Touring Exhibits: +3 Culture on displayed Artifacts.
          • Textile Industry: +1 Culture on Warehouse Buildings. This bonus can be chosen by multiple civilizations.
  • Economy
    • Made several balance adjustments to Specialists, especially in Modern.
      • Free Speech (Modern Age Civic): +50% Food and Happiness towards maintaining Specialists (Was: +100% Food and Happiness towards maintaining Specialists)
      • Constitution (Exploration Age Civic): 25% Food and Happiness towards maintaining Specialists (Was: 50% Food and Happiness towards maintaining Specialists)
      • Attribute Node: 10% Food and Happiness towards maintaining Specialists, or +20% if you have 3 or fewer Cities (Was: 15% Food and Happiness towards maintaining Specialists, or +30% if you have 3 or fewer Cities)
      • Attribute Node: 15% of Food is refunded when a City grows by adding a Specialist. (Was: 25% of Food is refunded when a City grows by adding a Specialist.)
      • Fascism Ideology:
        • Assembly Line: +2 Production from Specialists. -2 Food in Towns. (Was:  +3 Production from Specialists. -3 Food in Towns)
        • Dirigisme: +4 Gold from Specialists. -3 Happiness in Towns. (Was: +6 Gold from Specialists. -3 Happiness in Towns.)
      • Communism Ideology
        • Proletariat: +4 Food from Specialists. -3 Happiness in Towns (Was: +6 Food from Specialists. -3 Happiness in Towns.)
    • Removed Gold Maintenance for Portal de Mercaderes, Steel Mill, and Manigramam.
    • Removed Happiness Maintenance for the Garden, Shiguan, Catedral, and Jardin à la Française.
    • The “Suffetes” Tradition now grants the bonus Yields to the specialized Towns when slotting the Policy.
    • Tiles in Settlements without a Baray now get pillaged/damaged during floods while playing as Khmer after studying Mousong.
    • Aerodrome and Rail Station can no longer be built on top of each other.
    • Updated ability and text for Terrace Farm, which now gives adjacent buildings Gold, instead of receiving gold for adjacent Buildings.
    • Multiple World Wonders can no longer be built on the same tile when moving the priority on the Production queue.
    • The Opera House now counts as a Diplomacy building.
    • You can now produce or purchase Buildings after the Jaguar Slayer has placed a Jaguar Trap on an Empty Urban District.
    • Salt and Truffles resources now apply 20% Production towards producing Units when slotted into a City.
    • Modifiers for City Park, Stock Exchange, Tenement, and Laboratory function correctly.
  • Age Transition
    • [★] All leader-recommended civs are now unlocked by default during Age transition.
  • Diplomacy
    • Reconciliation is now usable with multiple leaders at the same time.
    • Continental System’s massive relationship penalty now functions similar to a Denounce sanction.
    • Hostile military no longer receives War Support combat bonus when using Kispoko Nena’to to attack with Shawnee Civic Telwatiki Mastery unlocked.
  • Environment
    • [★] All map types now guarantee enough traversable Ocean Tiles near the Poles.
    • The water/lake tiles in Homelands no longer appear as Distant Land when using Continents, Terra Incognita, and Pangaea Plus map types.
    • Sugar resource is now correctly considered a Bonus resource in Modern instead of an Empire resource.
    • Addressed a reported issue where Cocoa would disappear from the map when transitioning to Modern.
  • Miscellaneous
    • [★] Added new option to pet the Scout dog.
    • Razing changes made in Update 1.2.1 apply in the Modern Age.
    • Sicilian Wars Mastery now grants one Great Work slot on Towns with the Trade Outpost focus when playing as Carthage.
    • Addressed a reported issue where the new host in a multiplayer room could not see the kick button or remove players after inheriting host status.
  • Military
    • Sherpa activation lens corrected, and activation tiles are now highlighted correctly.
    • Naval focused attacks (Commander orders) should now correctly highlight land or naval Units depending on the type of attack.
    • Treasure Convoys are now captured when killed by a Naval Unit.
    • Combat Strength bonuses from slotted Traditions now appear and function correctly when defending.
    • The Army and Fleet Commander promotions work on respawned Commanders.
    • Fleet Commanders “Barrage Land Target” action is no longer available when the only available Naval Units are Submarines.
    • Naval Units now have the ability to conduct coastal raids when they have the Movement points and Shipbuilding II Tech is completed.
    • The Army Commander ability “Scorched Earth” will no longer display while in friendly territory on the borderline of enemy territory.
    • French Empire’s Unique Unit Garde Imperiale can no longer gain +2 Combat Strength if it’s not within a Command Radius when attacking.
    • Nepal’s Sherpas can construct Highland Power Stations on owned and unowned Tiles so long as the requirements are met.
    • Naval Commander Movement now acts accordingly when Shipbuilding Mastery is completed.
    • Coastal Raid no longer disappears when moving a Naval Unit onto another tile that had a Coastal Raid option.
  • Religion
    • [★] Added two new Pantheons, including:
      • Trickster God: +25% Influence towards Endeavors and Sanctions with an Altar in your Capital. This Pantheon can be chosen by multiple civilizations.
      • God of Revelry: +1 Happiness on Resources in Settlements with an Altar. This Pantheon can be chosen by multiple civilizations.
      • Dev Note: Another consideration for larger maps and player counts was more Pantheon and Religious Beliefs being chosen. We expanded the catalogue of Beliefs and introduced some shareable options here as well.
    • [★] Added several new Religious Beliefs, including:
      • New Reliquary Beliefs:
        • Akhlaq: +1 Relic for first-time Conversion of one of your Cities.
        • Anitya: +2 Relics for the first-time Conversion of a Holy City. This Belief can be chosen by multiple civilizations.
        • Sukha: +2 Relics for first-time Conversion of a Settlement with at least 3 Specialists.
        • Barakah: +2 Relics for first-time Conversion of any Settlement with a Natural Wonder.
        • Dev Note: These new Beliefs can all be used on your own Settlements when you use a Missionary to convert them, as long as they meet the other requirements.
      • New Founder Beliefs:
        • Salat: All Buildings receive a +1 Happiness adjacency with the Temple.
        • Chesed: +4 Production in your Settlements following your Religion.
        • Feed the World: +6 Food in your Settlements following your Religion.
        • Tikkun Olam: +2 Influence for every foreign Settlement following your Religion. +1 Influence for each of your Settlements following your Religion.
        • Covenant: +3 Science, Culture, Happiness, Influence, and Gold on the Temple in your Holy City. If you retain this Belief, this bonus transfers to your Palace in Modern. This Belief can be chosen by multiple civilizations.
          • Dev Note: We moved the bonus in Modern to ensure you didn’t lose it if you overbuilt your Temple. We considered starting it on your Palace in Exploration, but wanted to let it count towards the Enlightenment Legacy Path.
        • Pushkaram: +1 Influence for every Navigable River tile in foreign Settlements following your Religion.
      • New Enhancer Beliefs:
        • Divine Inspiration: Gain 2 Missionaries when you build a Wonder. This belief can be chosen by multiple civilizations.
        • Parampara: +1 Relic Slot in Science Buildings in Cities.
        • Inter Caetera: Treasure Convoys gain +1 Movement and +5 Combat when defending.
        • Crusade: +1 free War Support against civilizations who have Founded a Religion.
    • [★] Added capability for shareable Religious Beliefs and City-State bonuses.
    • [★] When a Missionary Unit is selected, Settlements that qualify for your Reliquary Belief are now highlighted.
      • Dev Note: No more searching tile-by-tile for Settlements that are producing Treasure Convoys or have Wonders!
    • Founder Beliefs that provided Yield for each foreign Settlement following your Religion now grant some Yield for domestic Settlements following your Religion.
      • Dev Note: Many of the changes to Religious gameplay in this patch are aimed at providing a benefit for keeping your empire converted to your own Religion. As we continue to look at Religion as a whole, we’ve made some changes to Beliefs to better support having a Religious empire, and not just converting until you have enough Relics.
    • Various Founders Beliefs now track and refresh correctly.
      • Desert Faith
      • Reincarnation
      • Holy Waters
      • Sacred Herds
      • Sky Gods
      • Shamanism

 

Leaders & Civs

  • Leaders
    • Isabella
      • Seven Cities of Gold Unique Ability updated to +100 Gold per Age when discovering a Wonder (Was: +300 in all Ages) and her extra Yields on Natural Wonders to a stacking +50% per improved Natural Wonder in her empire (Was: a fixed +100%).
        • Dev Note: A strong start is a powerful advantage, and Isabella has been one of the strongest leaders in the game since launch. We didn’t want to remove her power entirely, but instead wanted to spread it out a bit more over the course of a campaign and really give her a reason to seek out and secure as many Natural Wonders as she can.
  • Civs
    • Inca
      • Qhapaq Ñan Tradition now allows players to create Homeland Treasure Convoys worth 2 points in Cities with at least 3 Mountains.
    • [Crossroads of the World DLC] Carthage
      • The City Halls now gets +1 Great Work slot after unlocking Sicilian Wars Mastery while playing as Catherine.

UI/UX

  • Civilopedia
    • Added Civilopedia entries for Mementos, Legend Paths, and Challenges.
    • Updated Civilopedia to reflect new changes to Treasure Convoys.
    • Information about Natural Wonder base Yield scaling between Ages is now in the Civilopedia.
    • The Civilopedia now gives information on Standard Buildings when searching for more information.
    • The Civilopedia now explains what benefits are gained from upgrading a Unique Unit to a higher tier.
    • Updated the Civilopedia entry for Villa to reflect that they can be built in Towns during the Revolt Crisis.
    • The Civilopedia now contains information on Discoveries when the player searches Civilopedia.
    • Independent Incite Raid ability information and requirements are now present in the Civilopedia when trying to research the ability.
    • The “Embark” entry is no longer missing details when attempting to find information about the embarked Movement point.
    • The incorrect terminology “Clicking” will no longer appear when viewing the “Antiquity: Great Library” Civilopedia entry.
  • Controller-Specific
    • The scroll bar no longer loses functionality when viewing another players’ Religion after unlocking new Beliefs.
    • Cursor no longer loses focus when placing all Towns with the City cards selected in the Place Effects menu.
    • Placeholder “?” button prompts no longer appear during the Advanced Start settlement placement screen when using an Xbox-layout controller.
    • R-Stick now has scroll functionality in the Archive box in the Great Works menu.
    • Players are no longer able to access the diplomatic menu of a leader that has not been met when opening it from the radial menu.
  • General
    • [★] Added clarity and quality-of-life improvements to several UI menus and interactions:
      • Celebration info is now displayed in the HUD instead of just the Government screen.
      • Added option in Settings to allow the City panel to remain open after choosing something to produce.
      • The player can now scroll to view all items in the Production queue.
      • Changed instances of checkboxes to selectors in Advanced Options for UI consistency.
      • The color of a Memento’s icon now aligns with the color of its effect for easier readability.
      • Project Research Objectives now visually mark as complete when a step is finished while in the Legacy Paths menu.
    • [★] Improved menu behavior and visual feedback across multiple screens:
      • Global Yields now update immediately when adding a Yield from a select attribute.
      • The attribute number icon now disappears after distributing points in the leader menu.
      • Cursor no longer remains as the Melee/Ranged attack icon when moving from an enemy Unit to an owned Settlement.
    • “Accept” and “Support” options are no longer swapped when viewing the “Denounce Military Presence” Diplomatic Action.
    • Improved game performance and stability on the War Support screen, and when scrolling on the Tech and Civic tree menus.
    • Addressed a reported issue where a small black square could appear above the lower left corner’s overlay where the leader, civ, and Age selection displays.
    • Addressed a reported issue where a redundant “Support Yourself” button would appear after adding War Support to any AI leader for their war against other AI leaders.
  • Text Changes
    • Adjusted the name of Inquisition Crisis policy to Schism.
    • Incorrect text “Convert to an urban tile” no longer appears when placing a Unique Improvement.
    • Updated Terrace Farm description and functionality text when playing as Inca.
    • The Buganda Social Policies Ng’oma and Interlacustrine now display “(Coastal)” text for Kabaka’s Lake, when viewing the Government menu.
    • Incorrect Treasure Convoy information has been removed from Distant Town’s detail page.
    • Resolved several localization and display issues affecting text clarity:
  • Tooltips
    • [★] Production cost description for Buildings and Wonders now appears in the tooltip in the City production panel.

Narrative

  • Added 17 new Discovery events in Antiquity and 17 new Discovery events in Exploration.
  • [★] Enhanced Civilopedia entries with historical accuracy and new character quotes:
  • Ada Lovelace and Simón Bolívar now have quotes on their Civilopedia pages.
  • Corrected a historical inaccuracy in the Xerxes Civilopedia page.
  • Golden Age Academy and Golden Age Amphitheater pages now share historic context with their regular versions.
  • Great Britain’s Financial Centre Civilopedia page now has historical context information.
  • Improved reward clarity for several Events and Discoveries.
  • The first step in the Geographic Society Legacy Path can no longer be completed prematurely from being granted a free Explorer Unit.
  • Improved consistency and logic of Event triggers, including:
  • An Incorrect Answer: Event now triggers correctly after answering Papyrus Problems incorrectly and then building an Academy.
  • Exploding Earth: Event now triggers when a Settlement tile is damaged by a volcanic eruption.
  • It’s not a Phase, it’s a Lifestyle: The Event is no longer blocked from triggering if the Social Class Social Policy is active.
  • Literary Deluge: Event is no longer blocked from triggering if the Literature Social Policy is active.
  • The Palapa Oath: The Capital now counts as a founded Settlement and contributes towards triggering this event.
  • The Palapa Oath: Event will now trigger on Advanced Start mode in Exploration.
  • Shared Practices: Event is no longer blocked from triggering if the Vassalage Social Policy is active.
  • Shrouded in Mystery: The Event can no longer be incorrectly triggered when the player founds a Religion in the Homeland Continent.
  • The Sacrilegious Rider: Event now grants Gold at the cost of Culture.
  • Press Gangs: Event now displays a negative Production icon for the second option.

Audio

  • Added new Civilization VII Narrator English voiceover lines for the new Loading Screen.
    • Dev note: We are currently working on recording and adding in new voiceovers for other languages. We’ll keep you in the loop as these roll out!
  • Added sound effects for new “Pet the Dog” Unit ability.
  • Various fixes to missing base game sound effects and improvements to audio feedback.
  • Added bespoke UI sound design across multiple interface elements.
  • Updated SFX for controller interactions.
  • Updated default audio level settings.

Platform-Specific

  • Linux, macOS
    • Improved controller functionality when changing bindings in the Options menu.
    • Improved update slider UI for HDR calibration.
  • PlayStation
    • Playstation 4
      • Addressed a reported issue where some buttons lost functionality when exiting the Multiplayer Rules and Mods menu in the Multiplayer lobby.
      • Resolved text overlap of UI elements in multiplayer.
      • Optimized audio memory usage.
      • Improved smoothness of scroll bar in the Controls menu
      • The controller is now fully functional when switching Cities from the Raze panel to the Production panel.
  • Xbox
    • Xbox One
      • Optimized audio memory usage.
      • Improved smoothness of scroll bar in the Controls menu.
      • Addressed reported issue with “A” button and RS stick functionality in the Options Menu.
      • Radial Menu no longer fails to be opened when the user presses RB after using a Merchant to create a Trade Route in the Modern Age.

Since the last patch, players are facing a number of problems with the game. Today’s Sid Meiers Civilization 7 version 1.09 will fix a few of these issues. Read more details below.

Download free Sid Meier’s Civilization 7 update 1.000.011 on PlayStation 5.

Jack Johnson
Jack Johnson
Jack focuses on sports games, covering everything from FIFA and NBA 2K to arcade-style hits. When not analyzing roster updates or gameplay mechanics.
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