Sid Meier’s Civilization 7 Update 1.000.015 Patch Notes (version 1.13)

Sid Meier’s Civilization 7 update 1.000.015 (v1.3.0) is available to download on PS5, PS4(1.13), and PC (Steam). According to the official Civilization 7 patch notes, the latest Civilization VII patch 1.3.0 – Tides of Power introduces the Harbor Building, Privateer Unit, and Pirate Ability, enhancing naval gameplay. The Tides of Power DLC adds Edward Teach, Tonga, and the Republic of Pirates. Additionally, the Civilization 7 patch 1.000.015 also brings major naval combat rebalance, new Resources and Terrains, smarter AI, improved UI, and significant Civilization reworks.

Civilization 7 update 1.13 Patch Notes – November 4, 2025

Sid Meier's Civilization 7 Update 1.11
Sid Meier’s Civilization 7 Update 1.13

Patch 1.3.0 – Tides of Power Update

Summary of Key Changes:

  • Added Harbor Building and Privateer Unit with the Pirate Ability.

  • Introduced Tides of Power DLC with Edward Teach, Tonga, and Republic of Pirates.

  • Major Naval Combat Rebalance: clear roles for Light and Heavy Naval Units.

  • New Resources and Terrain Features: Crabs, Cowrie, Pitch, Atolls, and Lotus.

  • Expanded AI, UI, and Civilization updates for better performance and balance.

Gameplay Updates

Buildings & Units

  • New Building: Harbor

    • An Antiquity Age Warehouse Water Building available to all civilizations, unlocked with the Sailing technology.

    • Placement: Restricted to Coastal and Navigable River tiles, following the same rules as the Fishing Quay.

    • Availability: Can be built in Towns.

    • Yields: Provides +1 base Production and a +1 Production Warehouse bonus on Fishing Boats.

    • Function: Naval Units will default to spawning at the Harbor, similar to how land Units spawn at the Barracks.

  • New Unit: Privateer

    • An Exploration Age Light Naval Unit available to all civilizations, unlocked with the Heraldry technology.

    • Role: A melee-focused Unit with very weak ranged and bombard attacks.

    • Abilities:

      • Has the new Pirate ability.

      • Gains 100% of the defeated Unit’s Combat Strength as Gold when it kills a Unit.

  • New Unit Ability: Pirate

    • Allows Units to:

      • Cross other civilizations’ borders without requiring Open Borders, an Alliance, or being at War.

      • Plunder Trade Routes between non-Allied civilizations without a Declaration of War. This causes a slight Relationship reduction with the civilization the Trader belonged to.

      • Attack non-Allied Units without a Declaration of War. Defeating a Unit this way causes a slight Relationship reduction with the civilization the Unit belonged to. Attacking an Independent Power this way will make them Hostile.

AI Improvements

  • The AI now fully uses all Sanctions against other players, including other AI players.

  • Fixed an issue where an AI proposal to form an alliance would not properly create the alliance upon acceptance.

  • The AI will now correctly use the Establish Air Base Ability during Modern Age gameplay.

  • The AI will now attack Air Bases with Air Units when an Air Base is established near its Settlement in the Modern Age.

  • The AI now more consistently builds naval Units.

  • Addressed an issue where the AI would not properly select Celebrations.

  • Addressed an issue where AI players could still receive free walls in multiple Settlements when a custom difficulty game set free walls to 0.

Combat Rebalancing

  • Naval Combat Updates (★ Community Influenced)

    • The Cog (Exploration Unit) now has a range of 2 (increased from 1).

    • Light Naval Units (Exploration and Modern) are now primarily melee Units.

      • They have very weak ranged and bombard strength.

      • They have increased movement and sight compared to Heavy Naval Units in their Age.

      • They can benefit from flanking when attacking.

      • They take reciprocal damage when attacking.

      • The new Privateer Unit is an Exploration Age Light Naval Unit.

      • Modern Age Light Naval Units have had their ranged and bombard strength reduced by 20.

    • Heavy Naval Units (Exploration and Modern) are now primarily ranged Units.

      • Their melee strength has been reduced by 5.

      • Their ranged and bombard strength have increased by 5.

      • They do not take reciprocal damage when attacking.

    • Civilization Unique Naval Units have been adjusted to maintain their relative strength compared to the standard Unit they replace.

    • Submarines (Modern Unit) are now ranged Units.

      • Ranged Strength: 70 (increased).

      • Melee Strength: 50 (reduced).

      • They can no longer attack Districts or land Units.

    • The Fleet Commander’s Focus Fire and Coordinated Attack abilities now correctly utilize Heavy and Light Units respectively. Light Naval Units will not be included in a Focus Fire, and Heavy Naval Units will not be included in a Coordinated Attack.

    • Privateers and Units with the Pirate ability will not participate in a Coordinated Attack or Focus Fire command while not at war.

      • Dev Note: This change maintains consistent combat rules and prevents issues with war handling. We will monitor feedback for future improvements.

  • Other Combat Updates

    • Trench Fighters and Dive Bomber Units have had their Bombard Strength reduced.

    • Bomber and Heavy Bomber Units have had their Ranged Strengths reduced to better fit their intended roles.

Environment & Terrain

  • New Feature: Atolls

    • Location: Ocean tiles.

    • Effect: Stop movement and provide a combat defense bonus for Units on them.

    • Yields when worked:

      • Exploration: 1 Food, 2 Production, 1 Culture

      • Modern: 1 Food, 2 Production, 2 Culture

  • New Feature: Lotus

    • Location: Lake tiles (replaces Reefs in Lakes).

    • Yields when worked:

      • Antiquity: 1 Food, 1 Culture

      • Exploration: 2 Food, 1 Culture

      • Modern: 2 Food, 2 Culture

  • Terrain Updates

    • Reefs: No longer spawn in Lakes. Now exclusively found in non-Lake Coastal tiles. Updated yields:

      • Antiquity: 1 Food, 1 Production, 1 Science

      • Exploration: 1 Food, 2 Production, 1 Science

      • Modern: 1 Food, 2 Production, 2 Science

    • Ocean: All civilizations can now work Ocean tiles in the Modern Age. Yields: 1 Food, 3 Gold.

    • Grand Canyon: Now gives 1 Science on Flat tiles (reduced from 2).

  • (★) Auto Explore and Discoveries

    • Discoveries are now highlighted in blue when clicking on Units with Auto Explore active.

    • The Auto Explore ability can no longer be activated if a discovery is within 2 turns of movement.

Economy & Infrastructure

  • Thành Huế no longer requires Flat terrain.

  • Sawmill no longer requires River placement.

  • Fixed an issue where Trade Route Range was ignored when Forming an Alliance with the Kolp’um Civic researched as Silla during the Antiquity Age.

Independent Powers

  • Independent Powers no longer spawn more Units than expected when performing Incite Raid in early Antiquity.

  • The Festival Ground now specifies in the choose bonus menu that it needs to be placed on an existing improvement.

  • Independent Power Carracks no longer receive Rough Seas damage when moving into Open Ocean tiles.

Miscellaneous

  • Modern Social Policy, Monopolies: Now provides +5 Gold in Settlements with a Factory (increased from +3).

  • Dell’Arte della Guerra Memento: Now provides +3 Gold per active Sanction per Age (reduced from +5).

  • Made improvements to the first-time user experience for Unique Buildings.

  • Fixed an issue where players could be prevented from interacting with their Founder if the Founder was put to sleep while Auto End Turn was enabled.

Military

  • (★) Commanders no longer consume all movement points when deploying all Units.

  • Splash damage reduced from 50% to 25% on Fleet and Squadron Trees.

  • Fixed an issue where a Commander’s Coordinated Attack would fail when individually unpacking with the ‘Initiative’ ability.

  • Commander Units that are respawning no longer appear as an available choice in the “Levy Unit” menu from a Suzerain City-State.

  • Ottru Units now correctly receive active Naval Unit bonuses.

Resources

  • (★) Resource Generation:

    • Resources are now more consistent between Ages. A resource that does not generate in an Age will not suddenly appear in a future Age, nor will it disappear and then return.

    • Dev Note: This change addresses feedback about frustrating resource changes between Ages, while still allowing the world to evolve.

  • Maps now have a guaranteed minimum of 3 different Coastal Resources, with a chance for more.

    • Dev Note: This should make resources like Whales appear in more games.

  • When transitioning to a new Age, at least 1 new Resource for that Age will be introduced (e.g., Whales, Niter, or Pitch in Exploration).

  • New Resources:

    • Crabs: Appears on Coastal and Lake tiles.

      • Tile Yield: +1 Food

      • Antiquity (Bonus): +1 Food on Warehouse Buildings

      • Exploration (Bonus): +2 Food on Warehouse Buildings

      • Modern (Bonus): +3 Food on Warehouse Buildings

    • Cowrie: Appears on Coastal tiles.

      • Tile Yield: +1 Happiness

      • Antiquity (Bonus): +4 Gold in Cities, +2 Science in Towns

      • Exploration (Bonus): +5 Gold in Cities, +3 Science in Towns

      • Modern (Bonus): +6 Gold in Cities, +4 Science in Towns

    • Turtles: Appears on Coastal tiles.

      • Tile Yield: +1 Culture

      • Antiquity (Bonus): +1 Culture on Warehouse Buildings

      • Exploration (Bonus): +2 Culture on Warehouse Buildings

    • Pitch: Appears on Vegetated tiles in Grassland, Plains, and Tundra.

      • Tile Yield: +1 Production, +1 Gold

      • Exploration (Bonus): +1 Gold on Water Buildings

      • Modern (Bonus): +1 Production on Factories, +10% Production towards constructing Factories in all Settlements when slotted.

      • Dev Note: Pitch is an experiment with a higher-yield tile that requires specific Buildings to unlock its full potential. We welcome feedback on this design.


Leaders & Civilizations Balance Pass

Civilizations

  • Achaemenid Persia:

    • Dev Note: Buffed to be stronger outside of combat with more Culture and healing. Renamed to clarify their identity.

    • Pairidaeza: Now provides +2 Culture and +1 Gold (increased from +1 each). Also provides +5 Healing for Military Units in a Settlement with a Pairidaeza. Cannot be adjacent to another Pairidaeza.

    • Satrapies (Tier 2): Now provides +1 Settlement Limit and +1 Culture & +1 Happiness to the Pairidaeza from adjacent Quarters (previously only +1 Happiness).

    • Baziš (Tier 1): Now provides +5 Gold, +2 Happiness, and +2 Culture for every different civilization you have captured a Settlement from (previously only +5 Gold).

  • Aksum:

    • Dev Note: Changes emphasize Coastal Settlements, allowing for stronger, more focused bonuses.

    • Unique Ability: Now provides +3 Gold on Resources in Coastal Settlements (increased from +2 Gold on all Resources).

    • Tankwa: Trade Route now provides +2 additional Gold.

    • Periplus of the Erythraean Sea (Tier 2): Now provides +1 Gold on Districts adjacent to Coast (was Quarters). Retains Port of Nations Tradition.

    • Monumentum Adulitanum (Tier 1): Culture and Happiness Buildings now gain a +1 Culture Adjacency from Hawilti.

    • Book of the Himyarites (Tier 1): Now grants a free Merchant. The Dhow gets +1 Movement and ignores Zone of Control (previously only ignored ZoC). Retains May This Please the People Tradition.

  • Chola:

    • Dev Note: Reinforced diplomatic identity with added Influence.

    • Unique Ability: Now provides +3 Gold and +1 Influence on Trade Routes.

  • Egypt:

    • Dev Note: Significant buffs to improve gameplay transition into later Ages, focusing on Desert and Navigable Rivers.

    • Gifts of Osiris: Now provides +2 Production on Improvements and Districts on Navigable and Minor Rivers (increased from +1 on Navigable Rivers only).

    • Riches of the Duat: Now provides +15% Production towards Wonders (doubled in Desert Terrain) and +2 Production on Wonders in Desert Terrain.

    • Mastaba: Culture base. Now provides +1 Gold adjacency from Desert tiles and Navigable Rivers.

    • Mortuary Temple: Gold base. Now provides +1 Happiness adjacency from Navigable Rivers and +1 Culture Adjacency from Wonders.

    • Light of Amun-Ra (Tier 1): Now provides +2 Gold and +2 Culture on the Palace and Wonders, +1 Settlement Limit, Kemet Tradition, and the Pyramids Wonder (previously only +5 Gold on the Palace).

    • Akhet: Now provides +2 Food on Improvements and Districts on Navigable and Minor Rivers (increased from +1 on Navigable Rivers only).

    • Kemet: Now provides +1 Culture on Improvements and Districts on Navigable and Minor Rivers (increased from +1 on Navigable Rivers only).

  • Great Britain:

    • Dev Note: Nerfed due to increased Town and Warehouse usage.

    • East India Company: Now provides +5 Gold in Towns (previously +3 Gold on each Building in Towns).

  • Hawai’i:

    • Unique Ability: Can work Ocean tiles, which provide 1 Food and 2 Gold. Gain 25 Culture each time a Settlement expands to Marine Terrain. +1 Happiness on all Marine Terrain (previously only on Fishing Boats).

    • Unique Unit: Now has +5 defense against Heavy Naval Units.

    • Lo’I Kalo: Now receives +1 Culture from each adjacent Fishing Boat (previously gave adjacent Farms +1 Culture). Still provides +3 Food, +2 Production, and is restricted to Grassland and Tropical Biomes.

  • Maya:

    • Rain of Chaac (Tier 1): Unlocks the K’uh Nah. The Altar now gains +2 Science if placed on a Vegetated Tile (previously a +1 Science Adjacency for Vegetated tiles). Retains Pet Kot Tradition.

  • Mississippian:

    • Dev Note: Adjusted a very strong Tradition.

    • Shell-Tempered Pottery: Now provides a +1 Gold Adjacency from Resources to Food, Gold, and Warehouse Buildings (previously all Buildings).

  • Prussia:

    • Ruhr (Tier 2): Now provides +1 Science on Resources (reduced from +2). Retains Coking Tradition.

  • Qing:

    • Kang Qian Shèngshì: Now provides +4 Gold, +4 Culture, +2 Influence, but -4 Science per Trade Route (Science penalty increased from -1).

    • Open Customs (Tier 1): Unlocks the Qianzhuang. Now provides +1 Culture for every imported Resource (reduced from +2). Retains Cohong Tradition and +1 Settlement Limit.

  • Songhai:

    • Dev Note: Major adjustments to improve the Navigable Rivers and Homelands Treasure gameplay throughout the Ages.

    • Unique Ability: Added +1 Production in Cities on Navigable Rivers for every Resource assigned to them. Removed the +3 Gold for every active Trade Route.

    • Ships of the Desert (Tier 2): Now provides +1 Production on the Caravanserai in Settlements with a Bazaar and in Mining Towns and Trade Outposts (previously +2 Gold). Unlocks the Mud Brick Tradition.

    • Hi-Koi (Tier 1): Now allows Minor and Navigable Rivers to not end Unit Movement. Your Trade Ships cannot be plundered on Navigable Rivers (replaced a combat strength bonus).

    • Hi-Koi (Tier 2): Now grants Fleet Commanders the Convoys Promotion for free and unlocks the Isa Tradition (replaced the previous Isa Tradition and movement effect).

    • Kanta (Tier 1): Cities in Homelands on Navigable Rivers now generate Treasure Convoys (not Ships) worth 1 VP each. Tajiro’s Gold becomes 200. Unlocks the Wakia Tradition (replaced the +1 Settlement Cap).

    • Kanta (Tier 2): Now provides +5 Combat Strength for the Gold Bangles Infantry with at least 5 Resources slotted in the Capital and +1 Settlement Limit.

    • Timbuktu: Now provides +2 Gold on Rough Terrain and Mines on Resources if there is a Gold Building in that City (previously only on Mines).

    • Mud Brick Tradition: Added +1 Gold and Production on Gold Buildings on Desert or Plains.

    • Isa Tradition: Now provides +5 Combat Strength and +2 Movement to all Units on Navigable Rivers (previously only +2 Movement).

    • New Wakia Tradition: Provides +3 Gold for every active Trade Route.

    • Caravanserai Improvement: Added +1 Land Trade Route Range. Cannot be built adjacent to another Caravanserai.

  • Spain:

    • Dev Note: Reworked to better fit its identity as a conqueror of Distant Lands, improving its performance in Exploration.

    • Attributes: Changed to Economic and Militaristic (from Expansionist and Militaristic).

    • Unique Ability: Now provides +2 Food, Gold, and Production in Settlements adjacent to Coast AND following your own Religion, or +4 if both conditions are met. This is doubled in Distant Lands (replaced a Gold bonus for converting Towns to Cities).

    • Armada (Tier 2): Now provides +5 combat strength for Heavy Naval Units.

    • Council of the Indies (Tier 1): Gained the old Unique Ability: “+15% Gold towards converting a Town to a City, or 30% in Distant Lands.”

    • Council of the Indies (Tier 2): Now provides +1 Settlement Limit and unlocks the El Escorial Wonder (replaced movement bonuses).

    • New World Riches (Tier 1): Now provides +10% Food and Production in Cities in Distant Lands (specified Cities over Settlements).

    • New World Riches (Tier 2): Now provides +1 Movement for Treasure Convoys and Rough Terrain does not end their Movement (this effect now also applies to Conquistadors). Replaced the old Settlement Limit and Wonder unlock.

    • Casa de Contratación: This Unique Building is now moved to the base Council of the Indies civic.

    • Cerro Rico: Now provides +1 Gold on Resources, or +3 Gold in Distant Lands (replaced +2 Gold for each Resource).

    • Conquista Tradition moved to the Council of the Indies Civic Mastery.

    • Conquistadors now require the Plaza Unique Quarter to be trained.


UI, Audio, & Quality of Life

UI & Visual Improvements

  • General improvements to spacing, formatting, and text/button prompt alignment throughout the UI.

  • Fixed glow behind header text in the civic menu.

  • Addressed Advisor Warnings not fitting on screen at certain resolutions.

  • Fixed Building Yield icon scaling after construction.

  • Fixed warning stripe extending out of Narrative buttons with long text.

  • Fixed the tutorial prompt blocking City renaming when pressing the RS button.

  • Controller-Specific:

    • Improved highlight visibility for support buttons in AI wars.

    • The Player’s Foundation list now opens immediately when hovering over the Leader portrait.

    • Removed a non-functional back button from a tutorial.

    • Players can now move the cursor to observing slots after switching Settlements in the City Details menu.

    • Players can now return to the Production menu using the D-pad from the City Details menu.

    • Fixed the Up D-pad button disappearing when opening another menu with the Ribbon deployed.

    • Fixed button prompts not displaying correctly after leaving the Social menu.

    • Fixed non-functional button prompts appearing after a Civilization Unlocked pop-up.

    • The scroll bar no longer moves automatically when switching Civic Trees.

    • Fixed the UI becoming stuck when the Leaders’ ribbon was opened before a tech/civic unlock window.

  • General UI:

    • Treasure Convoys now display their point value and origin Settlement on their tooltip, Unit panel, and icon.

    • Auto Explore option is now visible under Keyboard + Mouse configurations.

    • Players can now interact with the turn blocker after triggering a Natural Wonder animation and a leader first-meet simultaneously with Tutorials enabled.

    • Fixed tooltip display in the First Time User Experience screen and for Terrain with Tutorials enabled.

    • The Unit Action Panel now updates health correctly after combat.

    • Commander Level now displays correctly on leveled-up Army Commander icons.

    • Added hover highlights to the Rewards Menu for readability.

    • The Carousel can now be closed with the ESC key or right-click.

    • The Incite Raid Target button now properly highlights on hover.

    • The Turn Timer progress bar now resets correctly when a menu is opened in Multiplayer.

    • Fixed City, Town, and Population icon resolution in the Multiplayer Chat menu at 4K.

    • The Army Commander Experience bar now updates correctly when experience is gained.

    • Button prompts for switching pages now appear in the Diplomacy menu with a Tutorial active.

    • Distant Lands Treasure resource icons now display correctly in city detail tooltips.

    • The Narrate on Hover feature now works correctly in the Advanced Options menu.

    • The Golden Road Social Policy (Silla) bonus science now appears correctly in the Yields Breakdown without a reload.

    • Whisper (/w), reply (/r), and team (/t) chat commands now work in multiplayer.

    • Ranged combat arrows now properly center on Units in open Ocean.

    • The Graphics Profile setting now remains on Custom after modifying and reopening Graphics Settings.

    • Unit preview arrows now correctly account for hostile Zones of Control.

  • Notifications:

    • The War Declared notification now correctly takes the player to the War Details menu.

    • The Age progress milestone notification no longer appears prematurely.

    • A “Copied To Clipboard” pop-up will no longer appear incorrectly.

    • Disabling tutorials now correctly disables tutorial warning sound effects.

    • The countdown message can no longer be interrupted by opening the Production menu.

  • Text Changes:

    • The Warehouse text icon now displays correctly in the City-State bonus Market Cross.

    • Tech and Civic names no longer disappear when lowering resolution from 4K.

    • Multiplayer lobby names are now limited to 32 characters.

    • Improved Napoleon’s description text.

    • Unmet leaders’ names no longer appear when attempting to Form an Alliance with their enemy.

    • Various other text fixes and improvements.

Narrative & Audio

  • Narrative:

    • Added 8 new events for Privateer content.

    • Added 4 new events for new resources.

    • Added several new events for Tides of Power DLC** content (Edward Teach, Republic of Pirates, Tonga).

    • Made balancing and text improvements to existing events.

  • Audio:

    • Added new audio for Tides of Power DLC**.

    • Several quality-of-life improvements to in-game audio.

    • Addressed missing sound effects for various Civic Masteries.

    • Added SFX for: adding a building to the Production queue, upgrading all units in an Army Commander, and placing the Harbor building.

    • Addressed several issues with touch SFX.

Platform-Specific

  • Windows: Addressed an issue preventing the game from launching on some ARM-based Windows devices.


New Content: Tides of Power Collection – Part One

Introducing a new sea-themed Content Collection, Tides of Power!

  • This collection will be free to claim for all Civilization VII players from November 4 until January 5, 2026 across all platforms* as a thank you to the community.

  • Part One arrives with the 1.3.0 update, featuring a new leader and two civilizations. Part Two will follow in December.

New Leader: Edward Teach (Tides of Power DLC)

  • History: The infamous English pirate Blackbeard, known for his terrifying appearance and reign over the Caribbean.

  • Attributes: Militaristic, Economic

  • Unique Ability – Blackbeard:

    • All Naval Units gain the Pirate Ability (cross borders, plunder non-Allied Trade Routes, attack non-Allied Naval Units without war).

    • Defeating an enemy Naval Unit provides Gold equal to a percentage of its Combat Strength and captures that Unit.

    • Increased Gold maintenance costs for all Naval Units.

  • Agenda – Queen Anne’s Revenge:

    • Likes leaders who build Naval Units.

    • Dislikes leaders who neglect to build Naval Units.

New Civilization: Republic of Pirates (Exploration Age) (Tides of Power DLC)

  • History: A short-lived republic for pirates established by the Flying Gang on New Providence Island.

  • Attributes: Economic, Militaristic

  • Unique Ability – Flying Gang:

    • Increased Yields from Pillaging and Coastal Raiding with Naval Units.

    • Settler Units cannot be trained or purchased, but you can capture other civilizations’ Settlers.

    • Naval Units, Treasure Convoys, and Buccaneer Units can enter other civilizations’ borders without Open Borders or war.

  • Unique Civilian Unit – Buccaneer: A unique Commander Unit. Gains charges for the ‘Raiding Party’ action as it is promoted.

    • Action – Raiding Party: Targets an adjacent Treasure Resource to instantly spawn a Treasure Convoy under your control.

  • Unique Military Unit – Sloop: Replaces the Privateer. Has the Pirate ability, can move after attacking, and has a set amount of Movement.

  • Associated Wonder – Havana Harbor: Gold Base. Generates Treasure Convoys in the Exploration Age. Must be built in Distant Lands on a Coastal tile.

New Civilization: Tonga (Antiquity Age) (Tides of Power DLC)

  • History: The Tu’i Tonga Empire, a hierarchical lordship over the Pacific islands.

  • Attributes: Expansionist, Diplomatic

  • Unique Ability – Lords of the South: Provides increased Influence on City Halls and the Palace if adjacent to Coast tiles. Cannot incorporate City-States.

  • Unique Civilian Unit – Tehina: A unique Scout Unit. Can enter Ocean tiles without damage and embark at the start of the Age. Can use Coastal Raid on adjacent Discoveries but cannot disembark in Distant Lands.

  • Unique Military Unit – Kalia: Has increased Combat Strength against Districts.

New Wonders (Tides of Power DLC)

  • Great Lighthouse (Antiquity): Gold Base. Grants a free Merchant. +15 Water Trade Route Range in all Settlements. +1 Sight to all Naval Units. Must be built on a Coast tile adjacent to Land.

  • Nan Madol (Exploration): Provides +3 Culture, +3 Production, and +3 Happiness on the Palace and City Hall in Island Cities (landmass of max 15 tiles). Must be built in an Island City on Coast.

  • Great Blue Hole (Natural Wonder): +2 Science, +4 Happiness. Adjacent sea rural tiles receive +2 Culture. Placed on the Coast.

  • Mapu’a Vaea Blowholes (Natural Wonder): +2 Production, +4 Happiness. +2 Culture to all Coastal land tiles in its Settlement. Impassable. Placed on the Coast adjacent to Cliffs.

Since the last patch, players are facing a number of problems with the game. Today’s Sid Meiers Civilization 7 version 1.12 will fix a few of these issues. Read more details below.

Download free Sid Meier’s Civilization 7 update 1.000.015 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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