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Sid Meier’s Civilization VII

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Dive into the 1.2.2 Update for Civilization VII! We break down the new gameplay features, including Treasure Convoys, AI improvements, and revised Town Focuses. Learn how these changes impact your strategy.

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Dive into the 1.2.2 Update for Civilization VII! We break down the new gameplay features, including Treasure Convoys, AI improvements, and revised Town Focuses. Learn how these changes impact your strategy.

Alright, let's talk about what's new in the 1.2.2 Update for Civilization VII, specifically focusing on the Gameplay changes. The devs have been busy, and there are some pretty cool tweaks that should make your games feel a bit more dynamic. First off, they've added a bunch of New Advanced Game Options. This is huge for customizing your experience. You can now pick and choose which Legacy Paths are enabled per Age, which is awesome for tailoring your game. They've also added an option to disable the Score Victory, so if you're not a fan of that, you can turn it off. And get this: if you disable all Legacy Paths and the Score Victory, you can still win with a Domination Victory by eliminating everyone else. Pretty neat sandbox potential here! Just a heads-up, these options are currently only in Single-player, but they're planning to bring them to Multiplayer later. Also, Nuclear Fission Tech is now in the Modern Age, meaning you can still get your nuke fix without needing to complete the Military Legacy Path. That's a nice bit of flexibility. There's a new “Custom” AI Difficulty setting too. This lets you fine-tune the AI bonuses individually. So, if you find the AI too strong in combat on Deity but too weak economically, you can now set it up just how you like it. Super handy! And for those who like to control the chaos, you can now pick and choose which Crises you want enabled or disabled. If you have multiple Crises on for an Age, the game will randomly pick one. Plus, there's an option to Bypass Civilization Unlocks, letting you pick any civ for the next Age, regardless of unlock requirements. Finally, you can control the initial Independent Power hostility. Settling within 5 tiles will still make them hostile, but this should give you a bit more breathing room if you want to build out your Capital without immediate threats. Now, let's get to Land-Based Treasure Convoys. Remember those Treasure Fleets? They're growing legs and are now called Treasure Convoys! You can use them over land, not just sea. Any Distant Lands Settlement with improved Treasure Resources will now generate these, and you no longer need Coastal access, a Fishing Quay, or the Shipbuilding Tech. The devs mentioned this makes the Treasure Fleet Legacy Path less restrictive and encourages more interesting decisions when settling. Shipbuilding and Fishing Quays are no longer required for them. On the AI front, they're getting smarter. AI civs will now repair damaged Buildings and Improvements, make better deals in peace negotiations, and activate Great Persons when they create them. They'll also prioritize attacking Enemy Treasure Convoys and are less aggressive towards distant players. Oh, and they won't build duplicate Buildings if one is damaged by a hostile Unit, and they'll actually use their Settler Units! Cities & Towns have seen some love too. There's a brand new Town Focus: Resort Town, which gives Happiness and Gold on tiles with Happiness, and boosts yields on Natural Wonder tiles. The Urban Center has been redesigned to give +100% Gold and Happiness towards Building maintenance and lets you buy additional Buildings – think of it like a mini-city. They've also adjusted several existing Town Focuses: * Religious site: +1 Happiness on all Buildings and +1 Relic Slot on Temples. * Factory Town: +100% Gold towards purchasing a Factory, +1 Resource Slots, +5 Trade Range. * Mining Town: +2/3/4 Production on Camps, Woodcutters, Clay Pits, Mines, and Quarries. * Hub Town: +1 Influence for every connected Town. (This one's been tuned down a bit, so watch out for that.) * Fort Town: +5 healing to Units and +25 health to Walls, plus you can buy additional Walls. Lastly, Independent Powers & City-States get some new additions. There are 24 new City-State bonuses across the Ages! This means more options when you become a Suzerain. Some of these new bonuses are shareable, so multiple civs can pick them. For example, in the Antiquity Era, you'll find: * Scientific: Lingua Franca (+2 Science on displayed Codices) and Archimedes’ Screw (+1 Science on Warehouse Buildings, shareable). * Militaristic: Hegemon (+1 Settlement Limit) and Spoils of War (+1 War Support, shareable). * Economic: Stockpiles (+2 Resource Capacity in the Capital) and Ganzabara (+1 Gold on Warehouse Buildings, shareable). * Cultural: Ennigaldi-Nanna’s Museum (+2 Culture on displayed Codices) and Papermaking (+1 Culture on Warehouse Buildings, shareable). And in the Exploration Era, there's Master Tradesmen (+1 Science on Specialists) for Scientific City-States. That's the rundown on the gameplay changes in the 1.2.2 Update. Lots to experiment with!

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