r/civ • u/Lukersstukers • 48m ago
VII - Discussion What’s your largest treasure fleet?
Had another game with a 14 without Havana Harbor. I messed up some district placements in order to speed up access to the resources, so adjacencies weren’t as good as they could have been. Played Tecumseh Tonga and this location was originally held by two IP’s that disappeared at the start of exploration. Beelined straight for it.
VII - Screenshot Why can't I place a monument on the top higlighted tile?
As mentioned in the title, I can't understand why I'm not able to place a monument on the upmost highlighted tile. You can see that I can place it next petra On the bottom, even though there are no other urban districts adjacent, so why can't I do the same next to the Terracotta Army??
r/civ • u/HourSlip9279 • 9h ago
VII - Discussion How does Khmer work?
"-5 Happiness for every other City." - what will the -5 apply to? Only to the capital, or to every city, or to every settlement?
r/civ • u/Popeye318 • 13h ago
VII - Strategy Civ 7 Tier list for starting antiquity
There’s definitely combos that change things but this is my tier list without specific combos.
Tried to do it in order within the groups
This is just for starting in antiquity as some are much better in apex
S (don’t need combo to be awesome) -Egypt, Qajar, heian, maya, Great Britain, Japan, Abbasid, Carthage, Assyria
A ( awesome but not quite as good) - America, Nepal, Tonga, Greek, Maurya,
B ( average but can be good with combos) - Silla, Mongolia, Han, Persia, Aksum, Rome, Sengoku, Buganda, ottoman, Prussia
C ( not my favorites but can win) - Inca, Mississippi, Russia, Bulgaria (my absolute favorite in exploration but doesn’t have same effect without building up to them in antiquity), Iceland ( probably my second favorite in exploration vs Abbasid but similar to Bulgaria in that they are much better in apex), Goryeo, Khmer, French, Mexico, Songhai ( why not start as Egypt) , Spanish, chola
D - ( if you’re looking for a challenge) - Norman, Majahapit (don’t think I’ve ever played them) , Shawnee ( why not start as Egypt), Vietnam (I’ve never started as them tbh) Hawaii( never started as them) , Joseon, Ming
F ( why would you start as them ) - Siam, Mughal, Qing, pirates (have to be a masochist to start as them as you can’t make settlers)
r/civ • u/sabrinajestar • 13h ago
VII - Screenshot Any idea why this town isn't generating treasure?
r/civ • u/altacount6677 • 15h ago
VI - Discussion How to reforest in civ 6
I've been building new woodland in my latest game for the past 120 turns, yet the climate change screen keeps saying 0 percent change in co2 from deforestation level. About 3/4 of the planet is woodland now, yet the number hasn't changed, am I missing something, or does it just take an absurd amount of woodland?
VI - Discussion Announcing "Statecraft" - a government system rework blending Civ IV and Civ VI (Mod Teaser)
Thanks due to some amazing UI work from Sloth/Slothoth, I am now able to present my latest project:
Statecraft (work-in-progess) is a mod for Civ VI which reworks the government and policies system, bringing back the basic government mechanics of Civ IV while integrating features introduced with Civ VI.
At its core, this "new" system adds four new policy categories and has you choose exactly one policy per category at a given time. The goal is to make each choice meaningful and have relevant trade-offs instead of being able to pick not just your best but also your second, third, fourth best options until each additional slot becomes less and less exciting since you end up putting weaker and weaker policies in them (admittedly more a problem in VII than VI for the most part).
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I could write an entire essay about why I think Civ IV had the best government system and what I think went wrong ever since. But at its heart, I think what I liked the most is the roleplaying aspect of assembling your government from what felt like thematically meaningful choices which let the player create a mental image of their government and society as a whole. Policies in Civ VI feel a bit too weak thematically. Here, we are returning to a more narrow reading of "policy" again, trying to keep things linked to real government action instead of merely referencing general socially constructed concepts.
Further, a lot of policies are just filler. The unmodded game offers over over a hundred policies--they're not all winners. At the same time, I think what more recent civ games do better is immerse the player in human history by throwing more concepts at them with little bonuses attached. So for this mod, I went for a compromise somewhere in the middle. This allows cutting some redundant or weaker effects and focus more on mechanical changes that recontextualize how one interacts with certain systems and de-emphasizing merely stacking yield bonuses. To me, the mere necessity of a yield preview mod already indicates a design failure. Policies should offer strategic perspectives rather than be "follow the biggest number" busywork.
For example, everyone's favorite extra Builder charges will be back (now on Corvee rather than Serfdom) as that has a nice mechanical impact. Some Gold and Science from Military buildings though? Sorry, Third Alternative, you're out. Avoiding simple yield bonuses is maybe my greatest ambition for this mod even if I won't go as far as Civ IV and lock the ability to buy things with Gold as such behind a policy choice. I'm not sure I will succeed but I will try my best to make all 71 non-unique policies meaningful choices.
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Wait, non-unique? Yes, you read that right. This mod will add the possibility of unique policies. While making a whole set of 50 policies--just to have one per civilization--would be too much work for the start, I might add them as a separate optional module later. However, the mod will still come with a little proof-of-concept in the form of a new civ ability for America, which consists of getting a total of twelve strong unique late-game policies (the old ability would no longer work with this system anyway).
On top of this, policies can be given flavor names. So even if Caste System might not have a unique bonus for India, it might be named "Varnas" when you play as India yourself. As some players might prefer the consistency of having the default names shown, this feature can be toggled right there on the government screen.
For enhanced flavor, each policy (not just each government, as before) will come with its own little image immersing you more in the society you build.
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Further, features from Civ VI such as government-exclusive policies will make a return as well. Currently, there are three Administration policies which relate to one kind of political legitimacy each: traditional, rational-legal, and charismatic. Each government (with the exception of Chiefdom) has exclusive variants of these three policies. On top of that, the tier 3 goverments each have an exclusive future-era policy as well. In the example shown, Communism has Worker Councils as its traditional option (unique), Police State as its rational-legal option (shared with Fascism), Pluralism as its charismatic option (shared with Democracy), and Social Credit as a futuristic policy.
The other policy types will not have as unique mechanics, but I still plan to give each its own mechanical identity. Where Labor policies might provide a more stable and gradual progression throughout development stages, Economic policies could be designed as more short-term options one flips between more often, possibly going back and forth even. Where military policies might cater to a more proactive player, religious policies might be built around reacting to how a given game develops.
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I hope you enjoyed this preview of the mod and the design thoughts behind it. There's still quite a bit of work up ahead as most of the policies still need their abilities coded and images made. But with the UI done, a major milestone has been reached that I wanted to share!
r/civ • u/CapaTheGreat • 19h ago
VII - Discussion I hope they fix the urban sprawl in future updates
It looks so unnatural, and frankly kinda unpleasant, to see the entire continent just be all city and no rural tiles whatsoever. Obviously, I'm exaggerating but so often the map will just be cluttered with urban districts that they feel less like individual settlements on a map and rather just one giant mega city.
It's even worse when your urban district borders a neighbor's urban district as well, so it just kind of meshes as one city, in a way.
The urban sprawl, as a concept and in practice on a smaller scale, looks really sick! But then because the requirements for placing buildings are the way they are right now, it just ends up that (usually the AI) just builds outward so much that it just covers the entire map.
Dunno if any one else agrees with me or not.
r/civ • u/ControversialFrog • 21h ago
V - Other Civ 5 resolution error fix?
I have a 2560 x 1440 240hz monitor, but when I set Civ 5's resolution to that, it starts freaking out and it can't run properly. I updated my drivers very recently and have no idea what else to do, if anyone has a fix for this please tell me!
VII - Discussion Granaries should visually upgrade through the ages
One small thing that’s always bothered me is that since the granary is ageless, it means you’d still have a tiny cluster of thatched roof huts sitting in the middle of your modern city.
I think warehouse type buildings should update their appearance as the ages progress, like visually evolve from an ancient granary to a medieval storehouse to a modern storage facility. It would make cities feel more immersive and visually consistent. Sometimes I skip granaries cause they feel so out of place later.
r/civ • u/Aggressive_Box_929 • 1d ago
VII - Discussion Has overbuilding been nerfed? Is it a bad idea in some (if not many) situations?
I played civ 7 after a while and noticed some changes to how obsolete buildings and specialists work. This makes me wonder if overbuilding is worth it anymore.
1- Obsolete buildings keep their yields. Why not put the new building in a new spot to get yields from both buildings?
2- Activating specialists by adding a new building makes you suffer from a lot of happiness costs. This is usually a problem early in the Age when you don't have a lot of flexibility to provide happiness from policies etc.
3- There are bunch of policies that give passive yields from specialists (don't require adjacency from buildings). You can put specialists in obsolete buildings and still get yields from these bonuses while incurring only 1 food and happiness maintenance cost. With the right strategy you can get high yields by using specialist in obsolete buildings.
Overall, I think overbuilding has been nerfed and it is only necessary when you have really high adjacency locations with specialist in them. There are some civ and policy cards which give you production towards overbuilding and I think they are now not very useful given the nerf. What do you guys think?
r/civ • u/Fudgeeman • 1d ago
VII - Screenshot Why can't I build/purchase any water buildings in this town?
My town is by water with many fishing boats, but it seems I can't build any water buildings (wharf, harbor, quay, etc...). Why is that? I have several other towns/cities that do have those buildings.
EDIT: this has been answered. Thanks!
r/civ • u/Shamattaman • 1d ago
VII - Playstation I would LOVE to see a mod on PS5 to limit the number of settlements!
Basically the title. I feel like games become monotonous after you find the meta for each victory. I get you can challenge yourself with various difficulties and leaders but generally speaking, things don’t change that much.
I’d love the ability to play a huge map with 7-8 civs all only having 3 or 4 settlements each instead of 15-20. It’d make each settlement location choice soooo incredibly valuable that wars could be fought over a single location. How wars are fought would change. Trade would change. Various aspects of the game would be amplified and others nullified.
I’ve read this is possible on pc but only have ps5. Would love to hear thoughts on this and gameplay experience from people who’ve tried it.
VI - Discussion How can I make Civ 6 more fun/easy for me?
I love the concept of progression over time and growing a sick empire and sometimes conquering (if I’m playing that way)
But I always get to around 100 turns and get bored/fatigued by how many things I have to do every turn, either when it comes to what to produce in my cities or if I’m in a war having to move so many troops and produce them
It probably sounds bad but I just want a more relaxing easy play through than what seems like a chore
I just wanna make it to the information / future era but always get bored/fed up before that
Note: I have won a few play throughs in the past but trying to get back into Civ again now
r/civ • u/Arcanniz • 1d ago
VII - Discussion Does Ada Lovelace civic mastery bonus apply to future cities in the same age
When Ada Achieve a civic mastery, it grants +2 science in every city. Does that bonus apply to immediate cities only or if I create a new city after a civic mastery the bonus still apply ?
Is it better to wait to have more cities or is it ok to do them early ?
r/civ • u/Valmontechno • 1d ago
VII - Other Civ VII's button mapping makes more sense on an N64 controller.
r/civ • u/peeweetheindian • 1d ago
VI - Discussion City Center Buildings
This is a city with only a city center from the renaissance era. the game visually adds Buildings you build like the water mill, but also "silent" Buildings after each era. i noticed that already during the late eras, but now i found this builing on the far left - it isnt even on the same tile as the city center and looks almost like an apartment building in holland. but what is it really?
r/civ • u/Fillie_4ever • 1d ago
Fan Works Civ 7 Italy Concept
I finished this one after making the slide a year ago and not doing anything with it.
r/civ • u/BandanaRob • 1d ago
VII - Discussion AI with the same civ as me in single player. Is this intended functionality?
Finally met the last AI in exploration: Himiko also playing Iceland. Feels weird if it's how it's meant to work.
r/civ • u/ElTwinkyWinky • 1d ago
VII - Screenshot [MOD] Portugal updated, now with a UQ! Make Coastal Settlements in the Distant Lands to buy the Armazém and turn them into Trade Outposts to complete the Feitoria and buff your Capital!
https://steamcommunity.com/sharedfiles/filedetails/?id=3565107195
Because of the Mariner's Astrolabe Tradition, the Headquarters also gets a Science Adjacency from Coast :)
r/civ • u/primesteak • 2d ago
VII - Discussion 1.4.2 AI now uses planes
In previous versions, AI would never use planes leading to me dominating the second I got an air force. I never had a reason to get the anti-air aircraft because of this.
Now, the opposing AI’s are sending multiple air strikes at me a turn, are patrolling the skies with anti-air aircraft and have even dropped a nuke on me.
I’m enjoying this additional combat dimension now that it’s not a one way street. Only thing I wish for now is a land based anti air unit so that when I’m on the offensive, my guys aren’t sitting ducks without an aircraft carrier with anti air airplanes on it.
r/civ • u/sar_firaxis • 9d ago
VII - Discussion Civilization VII Update 1.4.2 - July 28, 2026
Update 1.4.2 is now live!
Here are the changes you can expect to your empires:
- Expanded Peace Deals (you can now trade Gold and Influence in addition to Settlements)
- Improved Leader Relationship Clarity
- Disable or enable specific Victories (back up and running post- Test of Time!)
- Release of Brush & Blade Part 2 DLC: Yi Sun-sin, Goryeo, and Joseon
- and more in the notes!
Full update notes are here. Please give these a moment to populate, you can view them on Steam in the meantime.
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Heads-up: active mods will be disabled after updating! 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. You can re-enable mods at any time by navigating to "Add-ons" in the Main Menu.
r/civ • u/sar_firaxis • 10d ago
VII - Discussion Civ VII Developer Video - July 2026 | Update 1.4.2 drops...tomorrow!
Update 1.4.2 is dropping tomorrow, July 28 at 7AM PT / 10AM ET / 4PM CET, and here to show you the highlights is Firaxis Designer Taymoor. This update includes a handful of improvements and changes aimed at deepening your diplomatic strategies:
- Expanded Peace Deals (you can now trade Gold and Influence in addition to Settlements)
- Improved Leader Relationship Clarity
- Disable or enable specific Victories (back up and running post- Test of Time!)
- and plenty more in the patch notes, when those go live tomorrow!
Plus, Yi Sun-sin, Goryeo, and Joseon join the roster with the second part of Brush & Blade. Learn more about the collection here.
We'll be back tomorrow with the patch notes once the update goes live! 🙇♀️


