Civilization VII 1.4.1 Patch Notes (23rd June 2026)
Hotseat multiplayer finally arrives, alongside a rebuilt Archipelago map and major Government/Happiness overhauls.

Update 1.4.1 landed today, and it's the kind of update that addresses what fans have been asking for since launch. Hotseat multiplayer is finally here, no more waiting for your friend to take their turn online, just pass the controller and watch them scheme on your shared device. It's a feature that should have shipped with the game, but at least it's here now.
The bigger gameplay shift is the rework to Governments and Celebrations. Instead of just picking a Government for its Celebration bonuses, each one now comes with a passive ability that shapes your empire from the moment you adopt it. Governments also unlock exclusive Civics traditions, meaning your political choices actually matter across ages. Celebrations themselves have been rebalanced so you're not spending the entire Age in constant bonuses, there's tension again, which is exactly what the system needed.
Map generation gets a fresh Archipelago type built on Voronoi tech, plus lakes now generate in way more natural shapes and sizes instead of the same repetitive patterns. There's also the new Brush and Blade DLC dropping alongside this, introducing Toyotomi Hideyoshi and two Japanese civilizations.
Here's what changed in detail:
Full Patch Notes
▲ Buff▼ Nerf✓ Fix◆ TweakWith Test of Time now in players’ hands, we wanted to take a moment to say thank you to everyone who’s jumped into Civilization VII recently. We’ve loved seeing the response to the massive changes in Update 1.4.0, but the wheels of development (not unlike the wheels of history) keep on turning. It’s already full steam ahead for Civ VII!
This update brings a mix of features, improvements, and tuning changes we’re excited to get into your hands. To start, we’ve added a brand-new Archipelago map type, introducing another Voronoi-based map generation style built around an island layout. We’re also excited to finally introduce Hotseat multiplayer to Civilization VII, letting players share a single device for local multiplayer sessions.
The other major change in this update is a substantial rework to Governments and Celebrations, aimed at better tuning how these systems shape your empire’s progression across each Age. Alongside that, we’ve included a wide range of resolved reported issues and other improvements to help keep your campaigns running smoothly.
And lastly, this free update launches alongside Part 1 of our newest paid Content Collection: Brush and Blade.* This DLC will release in two parts, with the first of them introducing the new leader Toyotomi Hideyoshi, alongside two brand-new civilizations: Heian Japan and Sengoku Japan. Read on below for more details on their Uniques Abilities, Units, and gameplay styles.
To our incredible Civ community: we’re grateful for the continued support, feedback, and many turns taken since 1.4.0. If you have a spare minute, dropping a Steam review means the world to us and helps us shape what’s next for Civ VII. Also, head over to the Official Civ Discord to hang out and keep the conversation going - we want to hear your thoughts on the new map type, Hotseat, and everything else Civ.
Have fun empire-building!
Before you dive in...
Active Mods Will Be Disabled
An important note for PC players regarding mods: We've noticed a lot of players running into stability issues without realizing they have broken or outdated mods active. This update will do a reset to disable all active mods. We highly recommend giving our amazing modding community a little time to update their work before toggling things back on manually.
Using a mod that has been updated and is stable? You can simply re-enable these mods by navigating to "Add-ons" in the Main Menu. Browse your list of installed mods and toggle on the ones you want to play with.
Some Additional Reminders
- 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.
- We'll continue to keep the 1.3.2 legacy branch (legacy-1-3-2) available for players who want to revisit or finish pre-Test of Time campaigns.
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.
Our improvements to map generation continue, with a brand new map type!
We've done a bit of map-name housekeeping with this update. The previous Archipelago map has been renamed Archipelago Hemispheres, a name that more accurately reflects how it divides major archipelago regions between the eastern and western halves of the world, creating a more balanced experience. Taking its place is an all-new Archipelago map type.
Like Fractal Continents, this map is built from Voronoi technology (if you haven’t read it yet, give this great From the Devs piece on Voronoi Maps a read), which means less repetition, more randomness, and a more organic feel overall. This map type features two regions of archipelagos that are randomly placed, with a smattering of Distant Lands elsewhere on the map. Here are a few examples below, but generate your own in game and see how random these can get!
While we were tinkering with Voronoi generation, we also took a look at lake generation. Previously, lakes were built around a central tile, which often led to them looking a little too same-y from game to game. With this update, lakes can generate in a much wider variety of shapes and sizes, creating more natural-looking inland waters across the map. The total amount of lake coverage has also increased. Maybe it's time for a Buganda campaign?
Hotseat Multiplayer
We’re excited to finally get Hotseat multiplayer into players’ hands!
For anyone who hasn't tried it, Hotseat lets you play a local multiplayer game with friends on the same device. You take your turn, hop out of the hotseat, and try not to watch as your friend sits down and plots your downfall. It’s a staple for many Civ players, and we wanted to make sure it got enough time in the oven before it officially went live.
We know many Hotseat fans have been waiting for this one, and we want to say thank you for all your patience as we worked to get it out the door. Pass the controller and have fun empire-building!
Happiness, Governments, & Celebrations
If you’ve been keeping up with our patch notes, you know we've been refining the Happiness system over the last several updates. After changes to Appeal, Settlement Limits, local Happiness effects, and Specialists, this update introduces the next major step in that work: updates to Governments and Celebrations, along with new local Happiness stages that add more depth to how your settlements feel about your rule.
Happiness Stages
The answer to “is my settlement happy?” is no longer a yes or no question. Each Settlement’s local Happiness can now come in 5 stages: Ecstatic, Joyous, Happy, Unhappy, and Angry. These stages don’t have effects on their own, but will have direct impacts on game elements like the new Government abilities (see below). Here are the values for each stage of Happiness across the Ages:
- Ecstatic: 40+ Happiness per Age
- Joyous: 20-39 Happiness per Age
- Happy: 0 to 19 Happiness per Age
- Unhappy: -19 to -1 Happiness (not per Age)
- Angry: -20 Happiness or lower (not per Age)
To really reach those higher levels, focus on maximizing your empire's Happiness by settling near fresh water, improving Resources, constructing Happiness Buildings, and stationing experienced Army Commanders in your cities!
Governments
Next up, Government choices have more impact now! Previously, your Government choice mainly determined which two Celebration options you could choose from when you earned a Celebration. These Celebrations provided large Yield boosts, but they could also be a little unexciting. Players weren’t getting the flavor of Despotism, just a 20% boost to Science.
Now, every Government comes with a passive ability that takes effect as soon as you adopt it, while still providing two Celebration options when you earn them. We've also reworked Celebrations to better reflect the goals and strengths of each Government type.
Additionally, each Government now adds two exclusive Government Traditions in the Civics tree that are only available if you choose that Government. Like civ Traditions, these can be carried forward into future Ages, allowing your political choices to leave a lasting mark on your empire.
Celebrations
Celebrations, those temporary empire-wide bonuses you earn by keeping your people happy, have also seen some changes. We noticed that many players were spending most of the Age in Celebrations, even when ignoring Happiness gameplay. With no tension about earning and staying in Celebrations, effects that lengthened Celebrations were much less interesting. We want there to be some tension between triggering and staying in Celebrations, so with 1.4.1, you’ll find that Celebrations are slightly harder to earn and have been shortened - from 10 turns on Standard speed to 6.
We’ll be keeping a close eye on how these changes feel, so keep letting us know how it feels to play!
Crisis Changes
We've heard the feedback that players want deeper and more impactful Crises in Civilization VII, and we want to start by confirming - we do too! That includes the previously teased Collapse Mode, a more challenging alternative to Regroup during Age Transitions. We're not ready to share details or timing just yet, but it's an area we're actively discussing in the design room. In the meantime, we're making a smaller change as we continue to evaluate the future of the Crisis system.
The original goal of Crises was to create an escalating challenge at the end of each Age and help Age Transitions feel like meaningful moments in your empire's story. With major updates like Test of Time and broader system changes such as the Government rework, we've found that some existing Crises no longer fit as cleanly within our current design.
While we generally prefer improving content over removing it, one Crisis in particular was creating more friction than meaningful gameplay: the Revolutions Crisis from the Exploration Age. The Crisis's conclusion required players to select a temporary Government, which no longer aligns with our Governments changes above. As a result, Revolutions will no longer appear in the Exploration Age or be available as a toggleable Crisis in Advanced Setup.
This is not the final word on Crises, but it is a step toward ensuring the system remains compatible with the direction we're taking other core mechanics. We're exploring ways to make Crises more dynamic, thematic, and engaging in the future - so stay tuned!
Content Collection: Brush & Blade Part 1*
Alongside Update 1.4.1, we also wanted to introduce some fresh flavor to the roster. Launching right alongside the free update is the first part of a new paid content collection: Brush & Blade*. This collection journeys deep into the history of East Asia, exploring the delicate, beautiful balance between refined high art and legendary warfare.
Part One Includes:
- New Leader: Toyotomi Hideyoshi.
- New Civilizations: Heian Japan and Sengoku Japan.
- More Goodies: Four powerful new Wonders to construct and exclusive profile customization rewards.
How the collection works:
The full Brush & Blade collection will be available for purchase with this update. Buying it gives you immediate access to Part 1. It also secures your copy of Part 2, which will arrive in a free update later this summer, introducing the legendary admiral Yi Sun-sin alongside the Goryeo and Joseon civs.
Try out Hideyoshi with these two civs in their Apex Age, or pick one civ to lead throughout your entire campaign - the choice is yours!
Leaders
NEW leader: Toyotomi Hideyoshi**
The second of Japan’s “Great Unifiers” - Toyotomi Hideyoshi - brought Japan under one rule in the chaos of the Sengoku period. Beginning his career as a lowly footsoldier, Toyotomi rose to become one of Oda Nobunaga’s most trusted retainers and a fearless warrior, as well as a patron of the arts. Upon Nobunaga’s betrayal and death, Toyotomi avenged his former lord and continued the work of conquest, extending his sights out to the Korean peninsula, and beyond.
- Attributes: Militaristic, Cultural
- Unique Ability - Great Unifier: Land Units deal increased damage when attacking opposing civilizations' Units, but take increased damage from opposing civilizations' Units when defending. Your Units heal additional HP while on a Culture Building or Wonder. Increased Production towards Culture Buildings, increased further in Cities not founded by you.
- Agenda - Kampaku: Increase Relationship with civilizations that have a minimum amount of Land Units and overall Culture yield. Decrease Relationship with civilizations that don't meet these minimums.
Check out the full Game Guide for Hideyoshi here.
Civilizations
NEW civilization: Heian Japan**
By the light of the moon, in carefully cultivated gardens and elaborate villas, the poets of Heian Japan wrote their tales. The Heian period begins with the establishment of Heian-kyo (today Kyoto) in 794 CE, and marks the last era of classical Japanese history. It was a time of refinement, when men and especially women of the court cultivated literature into a high art; it was also a time of rural neglect and decay, when the countryside grew increasingly restless, riven with tensions between ambitious clans. This tension was to erupt in a revolt in the early 12th century, and the subsequent rise of the shogunates that were to dominate Japanese history for centuries afterward.
- Apex Age: Antiquity
- Attributes: Cultural, Diplomatic
- Unique Ability - Pure Land:
- Tier 1, Antiquity Age (Apex): Increased Culture on Improvements on Breathtaking tiles.
- Tier 2, Exploration Age: Further increased Culture on Improvements on Breathtaking tiles.
- Tier 3, Modern Age: Further increased Culture on Improvements on Breathtaking tiles. Cities receive a set amount of Tourism per Breathtaking tile once they contain a minimum number of them.
Check out the full Game Guide for Heian Japan here.
NEW civilization: Sengoku Japan**
The Sengoku period was a war of all against all, when fortunes of samurai and daimyo were made and lost, and the source of many of the classic tales of feudal Japan. Beginning in the late 15th century and as feudal power grew, regional lords and clan leaders fought over control of the imperial throne, using European guns, ninja clans, and temple armies. The period featured such figures as Hattori Hanzo, Oda Nobunaga, Toyotomi Hideyoshi, and Tokugawa Ieyasu. Tokugawa, securing the shogunate in 1603, ended the conflict, and established a centuries-long peace.
- Apex Age: Exploration
- Attributes: Diplomatic, Militaristic
- Unique Ability - Shogunate:
- Tier 1, Antiquity Age: Increased Culture and Science per point of Army Commander XP earned. Culture Buildings no longer receive Adjacencies with Mountains; Science Buildings no longer receive Adjacencies with Resources.
- Tier 2, Exploration Age (Apex): Further increased Culture and Science, and increased Influence per point of Army Commander XP earned. Culture Buildings no longer receive Adjacencies with Mountains; Science Buildings no longer receive Adjacencies with Resources.
- Tier 3, Modern Age: Even further increased Culture and Science, and further increased Influence per point of Army Commander XP earned. Culture Buildings no longer receive Adjacencies with Mountains; Science Buildings no longer receive Adjacencies with Resources.
Check out the full Game Guide for Sengoku Japan here.
Wonders
- Natural Wonder - Seongsan Ilchulbong: Increased Happiness (scales by Age). Increased Production towards Cavalry Units if Seongsan Ilchulbong is in the territory of at least 1 of your Settlements.
- Natural Wonder - Nachi Falls: Increased Culture (scales by Age). Can purchase 2 Happiness Buildings for free each Age if Nachi Falls is in the territory of at least 1 of your Settlements.
- Antiquity Age Wonder - Mireuksa: Increased Happiness. Increased Culture and Production to all Districts that have an Antiquity building and at least 1 Happiness in this Settlement.
- Modern Age Wonder - Nirayama Reverberatory Furnace: Increased Production. Increased Science on Mines in this Settlement, further increased if the Mines are on Resources in this Settlement.
A note on ensuring DLC appears on console:
Some console players will update Civilization VII with this update, and then may not see the DLC that was already purchased. Rest assured the content is still there, and there's no need to send your scouts out to find them. Instead, we have a simple set of steps for each platform that should bring them right back. Check out the steps here.
*Base game required. DLC released in two installments through July 2026, each delivered automatically in-game on release. Exact release dates subject to change. Terms apply.
(★ = Community Influenced Item)
Gameplay
Age Transition
- (★) Increased the number of boats kept on Age Transition when using the Regroup setting. In addition to any boats you retain with Fleet Commanders, you will keep 1 additional boat for each Harbor in your empire.
Environment
- (★) The amount of population buildings in Antiquity and some Exploration civs has been reduced to help reduce noise and be more historically and culturally appropriate (for example, the Inca’s buildings are more spread out than Spain’s in the Exploration Age).
- City layouts have been updated to display more progression throughout the Ages; Antiquity layouts are more haphazard, while Exploration and Modern are more structured and gridlike.
- Addressed visual issues when blending terrain textures.
Economy
- Happiness now has stages at the local level, and each stage of Happiness is important for certain Governments, as well as other effects. Values for each stage scale up by Age. The Happiness stages are:
- Ecstatic: >40 Happiness
- Joyous: 20-40 Happiness
- Happy: 0-19 Happiness
- Unhappy: -19 to -1 Happiness
- Angry: -20 Happiness or lower
Governments
- Governments have been updated to include a passive effect, two Celebration options, and two new Traditions available via the Civics Tree based on the choice of Government (Previously: two Celebration options only). The passive effect is always active once you choose a Government, and the Traditions must be unlocked to be used and retained in the next Age. Traditions from Governments you have not chosen will not appear on the Civics tree.
- No changes have been made to when a Government is selected, or what Governments are available.
- Dev Note: We’ve spread some of the power of Governments across their passives, Celebrations, and Traditions. Some Governments might lean heavier into maximizing their passives while others will require getting more Celebrations or Tradition slots. This continues our efforts in enabling asymmetric or highly directional gameplay, and we’re keeping a close eye on your feedback.
- Antiquity:
- Classical Republic:
- Passive: +1 Culture in Happy or happier Settlements. +4 additional Culture in Joyous or happier Cities.
- Celebration Option 1: +100 Influence immediately. Scales by Game Speed. (Previously: +20% Culture during the Celebration)
- Celebration Option 2: +10% Production towards Wonders, or +20% in Joyous or happier Cities during the Celebration. (Previously: +15% Production towards Wonders during the Celebration)
- Yaxche Tradition: +2 Happiness on Wonders. Unlocked on Citizenship.
- Poieisis Tradition: +1 Culture on displayed Great Works in Joyous Settlements, or +2 in Ecstatic Settlements. Unlocked on Philosophy.
- Passive: +2 Science for each conquered Settlement. Unhappiness causes -3% reduction in Yields in your Settlements per point of negative Happiness (usually -5%).
- Celebration Option 1: +1 Science on Production and Production Warehouse Buildings during the Celebration. (Previously: +20% Science during the Celebration)
- Celebration Option 2: +10% Gold towards Producing and Purchasing Military Units during the Celebration. (Previously: +30% Production towards Infantry Units during the Celebration)
- Commanderies Tradition: +20% Gold towards upgrading units. Unlocked on Tactics.
- Fajia Tradition: +1 War Support on Wars you Declare. Unlocked on Organized Military.
- Passive: +10% Production towards Buildings. +10% Gold towards purchasing Warehouses in Fishing and Farming Towns.
- Celebration Option 1: +1 Food in Towns for each Connected Settlement during the Celebration. (Previously: +20% Food during the Celebration)
- Celebration Option 2: +200 Gold immediately. Scales by Game Speed. (Previously: +30% Production towards Buildings during the Celebration)
- Annona Tradition: +1 Food on Food Warehouse Buildings in Happy Settlements, or +2 in Joyous or happier Settlements. Unlocked on Public Life.
- Hangjiao Tradition: +1 Production on Production Warehouse Buildings in Happy Settlements, or +2 in Joyous or happier Settlements. Unlocked on Skilled Trades.
- Feudal Monarchy:
- Passive: +10% Production towards training Units and constructing Walls.
- Celebration Option 1: +3 Combat Strength for Military Units during the Celebration. (Previously: +20% Food during the Celebration)
- Celebration Option 2: Your highest level Commander gets a free Promotion. (Previously: +30% Production towards Cavalry and Naval units during the Celebration)
- Marcher Lords Tradition: +2 Culture in Towns without a Growing Focus, or +4 in Joyous or happier Towns without a Growing Focus. Unlocked on Society.
- Mahakrung Tradition: Your Capital gets +5 Culture, Production, and Gold, or +15 Culture, Production, and Gold if it's Ecstatic. Unlocked on Sovereignty.
- Passive: +20% Production towards Overbuilding.
- Celebration Option 1: Specialists get -2 Food and Happiness Maintenance during the Celebration. (Previously: +20% Gold during the Celebration)
- Celebration Option 2: +600 Gold immediately. Scales by Game Speed. (Previously: +30% Production towards Overbuilding during the Celebration)
- Primitive Accumulation Tradition: +2 Science on Gold Buildings. +20% Production towards constructing Gold Buildings. Unlocked on Mercantilism.
- Tequitl Tradition 2: +10 Trade Range. +2 Science on Trade Routes you initiate. Unlocked on Imperialism.
- Passive: +20% Production and Gold towards constructing or purchasing Temples and Missionaries.
- Celebration Option 1: Receive a free Relic immediately. +1 Culture and Happiness on displayed Relics during the Celebration. (Previously: +20% Culture during the Celebration)
- Celebration Option 2: +1 Gold and Influence on displayed Relics during the Celebration. (Previously: +40% Production towards Civilian and Support Units during the Celebration)
- Dargah Tradition: Towns following your Religion get +2 Food and Happiness. Unlocked on Theocracy.
- Vinaya Tradition: Cities following your Religion get +2 Gold and Influence. Unlocked on Theocracy.
- Authoritarianism:
- Passive: +3 Food and Gold in Settlements you have conquered in this Age. Unhappiness causes -3% reduction in Yields in your Settlements per point of Unhappiness (usually -5%).
- Celebration Option 1: +20% Production towards training Military Units during the Celebration. (Previously: +30%)
- Celebration Option 2: +2 War Support on Wars you Declare during the Celebration. (Previously: +3 Combat Strength for all Units during the Celebration)
- Garrison State Tradition: +25% Influence towards adding War Support. Unlocked on Nationalism.
- Jingoism Tradition: +5 Combat Strength for all Military Units when attacking an opponent from a different ideology. Unlocked on Militarism.
- Passive: +5% Gold towards Purchasing Buildings in Cities, or +10% in Joyous or happier Cities.
- Celebration Option 1: +20% Influence towards all Diplomatic Actions during the Celebration. (Previously: +20% Gold during the Celebration)
- Celebration Option 2: +1000 Gold immediately. Scales by Game Speed. (Previously: +30% Relationship change from Endeavors and Sanctions during the Celebration)
- Evidenzbureau Tradition: +100% Influence towards Counterspy Espionage Actions. Unlocked on Political Theory.
- Crown Properties Tradition: +2 Influence on Gold Buildings. Unlocked on Globalism.
- Passive: Specialists get +1 Science and Culture, and +1 Happiness maintenance.
- Celebration Option 1: +1 Culture on Quarters in Happy Settlements, or +2 in Joyous Settlements, or +3 in Ecstatic Settlements during the Celebration. (Previously: +20% Culture during the Celebration)
- Celebration Option 2: +1000 Science immediately. Scales by Game Speed. (Previously: +20% Science during the Celebration)
- Think-Tanks Tradition: +10% Production towards Projects, or 20% in the Capital. Unlocked on Globalism.
- Army Corps of Engineers Tradition: +10% Production towards Wonders, or +20% in the Capital. Unlocked on Nationalism.
- Dev Note: We want a powerful Government that rewards strong Happiness gameplay to be Mexico’s gameplay identity. A new shape of Governments means recalibrating to make sure Mexico’s unique gameplay feels rewarding. If we find that this set of changes doesn’t reflect that, we will buff Mexico.
- All Ages:
- Passive: +2 Happiness (per Age) in the Cities for each Tradition slotted into the Government.
- Default Celebration Option: +2 Culture in Happy Settlements, or +6 in Joyous Settlements, or +10 in Ecstatic Settlements during the Celebration. (Previously: +30% Culture during the Celebration)
- Unlocked Celebration Option: +3 Food in every Joyous or happier Settlement during the Celebration. (Previously: +50% Growth Rate in the Capital during the Celebration)
- Muralismo I Tradition: +2 Happiness in all Settlements
- Unlocked Celebration Option: +100% Production towards training and Gold towards purchasing Missionaries and +2 Charges and Movement for Missionaries during the Celebration. (unchanged)
- Muralismo II Tradition: +4 Happiness in all Settlements
- Unlocked Celebration Option 1: Gain one free Infantry Unit in each City immediately. (Previously: +40% Production towards Military Units during the Celebration)
- Unlocked Celebration Option 2: +2 Influence in every Joyous or happier Settlement during the Celebration. (Previously: +50% Influence towards initiating Diplomatic Actions during the Celebration)
- Unlocked Celebration Option 3: +3 Science in every Joyous or happier Settlement during the Celebration. (Previously: +30% Science during the Celebration)
- Muralismo III Tradition: +6 Happiness in all Settlements
Miscellaneous
- Added a new map type, Archipelago, and renamed the previous Archipelago map to Archipelago Hemispheres.
- Celebration length is reduced from 10 turns to 6 turns on Standard speed and their costs have been increased.
- Dev Note: We made this change to better pace the gain of Social Policy slots. Permanent celebrations are still possible (and may require Celebration lengthening effects), but are way harder to achieve and largely reserved for Leaders and Civs like Jose Rizal, Charlemagne, Maurya, and Mexico that lean into Celebrations as a core mechanic.
Multiplayer
- Added new Hotseat multiplayer mode.
- Improved performance and stability for cross-platform multiplayer games.
Leaders & Civs
Leaders
- Added new DLC leader Toyotomi Hideyoshi.
Civs
- Added new DLC Antiquity Age civ Heian Japan.
- Added new DLC Exploration Age civ Sengoku Japan.
UI
Alignment & Spacing
- Text and descriptions on Dedication cards are now properly centered on the Triumphs Screen.
- Adjusted tile tooltips so they are properly offset and no longer block the view of the tile itself.
Controller-Specific
- Resources in the "Empire" and "Treasure" tabs of the Commerce Screen now properly display a visual selection highlight.
- Switching tabs in the Commerce menu now properly exits Settlement edit mode.
- Players can now properly close filters in the Commerce menu.
- The "Just One More Turn" option no longer appears if you choose to retire or are eliminated.
- The controller cursor no longer gets stuck on the filter after closing it in the Commerce menu.
- The "Inspect" button prompt now properly appears on tooltips for Unassigned Resources in the Commerce menu.
- Addressed a reported issue where tile tooltips could get stuck on the screen after panning away from them.
- Pressing right on the D-pad immediately after opening the Tech or Civic chooser no longer causes the game to crash.
- The controller cursor now properly returns to the Diplomacy menu after backing out of the "Incite Raid" target menu.
- Opening the Syncretism Options menu while viewing a tooltip in the Civic Tree no longer locks the controller cursor.
General
- (★) The City Details panel saw a major revamp, now displaying which settlements a City is connected to. The panel also now displays how much Food would be sent to each listed City if you were to set a Town Focus.
- Dev Note: For screens where the height resolution is greater than 768px, the number of connected settlements is also displayed on the Town Focus section.
Text Changes
- Addressed several reported issues affecting localized text.
Tooltips
- The Victory Tier tooltip now properly appears on the Victory summary screen.
- Addressed a reported issue where plot tooltips could disappear.
Narrative
- Addressed an issue with the "The End of Hellas" narrative event, among other bug fixes.
- Added several storylets for Time-Tested civs,.
- Dev Note: With 1.4.1, every civ is now included! We wanted to make sure that each civ had an attribute granting event in every Age.
- Dev Note for Modders: We’ve got a few technical tips to help out modders with this change:
- Setting the flag on the parent story in the NarrativeStories will indicate that the options/links should be randomized. At a base case this randomizes the presentation order.
- In the NarrativeStory_Links you can use the Priority field to group options, only one of which will be presented to the player. For example if you have story “TEST_A” with options “TEST_B”, TEST_C”, “TEST_D”, “TEST_E” you could assign priority 0 to b and c, and priority 1 to D and E. This will randomly give the player one of B or C and one of D or E, and they will be presented in a random order.
Audio
- Added 1 new Antiquity Age ambient peace theme and 1 alternate mix variation.
- Made SFX improvements to various Resources.
- Improved volume balancing on Wonder voiceovers.
- Addressed a reported issue where Leader sound effects could persist when all audio channels are muted.
- Addressed several miscellaneous audio bugs.
Platform-Specific
Windows
- Updated to Intel XeSS 3.0.
*Base game required. DLC released in two installments through July 2026, each delivered automatically in-game on release. Exact release dates subject to change. Terms apply.
**This content is also included with the Brush and Blade Collection DLC Bundle. If you own the Brush and Blade Collection, then you already own this content. DLC released in two installments through July 2026, each delivered automatically in-game on release. Exact release dates subject to change. Terms apply.
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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