《文明7》1.2.2版本更新公告 - 6月23日

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席德·梅尔的文明®VI
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《文明》1.2.2版本更新内容 各位《文明》玩家,1.2.2版本更新现已推出! Firaxis工作室在今年6月为大家准备了这次内容丰富的更新,其中包含诸多期待已久的功能: 1. 大型和巨型地图 2. 扩展的高级游戏选项 3. 社区最爱的Steam创意工坊支持 4. 新的城镇专业化 5. 城邦加成 6. 信仰 7. 平衡性调整 8. 用户界面改进 9. 还有一只非常适合抚摸的侦察兵狗狗 本次更新中,部分说明旁会带有【★】图标,这代表该功能或改动是受到社区反馈的影响。 关于本次更新的更多详情以及后续仍在开发中的内容,请查看我们近期发布的更新动态。如果你在提及的内容旁没有看到这个社区图标,请注意这并非对你反馈的否定,而只是我们用来突出一些正在关注的更广泛对话的方式。感谢你参与这段旅程,未来还有更多内容! 最后,在你深入了解之前,有几点快速说明: 虽然我们尽可能保持现有存档的向后兼容性,但某些新能力或效果可能需要你开始新游戏或在当前战役中进入下一个时代后才会出现。为获得最佳体验,建议你开始新游戏,或继续当前游戏并进入下一个时代。 如果你遇到任何新的错误或问题,请尝试禁用所有模组,因为有些模组可能尚未与最新更新兼容。你是否正在Steam上游玩,并希望在之前的版本中完成当前存档?你可以通过我们的旧版Steam测试分支来实现。 请阅读以下完整说明!

大型和巨型地图

我们希望花些时间完善这一功能,而在1.2.2版本中,我们很高兴为所有地图类型添加了大型和巨型地图尺寸的支持——当你真的想探索一个史诗般的世界时,它们会是不错的选择。 这两种地图尺寸默认支持10名玩家,但多人战役的总玩家数(包括AI和人类)仍上限为8人。尽管巨型地图的目标是支持12名玩家,但我们还需要更多时间来确保增加的玩家数量不会影响游戏的稳定性或性能。 在这么大的地图上,你会发现在探索时代中,新的领袖和文明会在各自的区域展开竞争,而即便是最大的帝国,在现代也常常会发现自己正与其他新兴的超级大国陷入争斗。由于这些地图规模巨大,我们新增了令人兴奋的全新万神殿、宗教信仰、发现以及城邦加成,以确保游戏中的所有玩家都能体验到充足的内容。下文将详细介绍这些内容。 温馨提示:更大的地图对硬件配置要求更高。在部分系统上,您可能会注意到回合加载时间变长或性能下降,尤其是在低端硬件上。最后,大型和巨型地图的平衡开局可能会出现地图生成异常。我们正在积极改进这一问题。目前,对于这些地图尺寸,建议您暂时使用标准开局而非平衡开局。 新高级游戏选项

《文明》系列最棒的一点就在于其多样的玩法。有些玩家乐于和平建设最大、最棒的城市,而另一些玩家则会无视这一切,一心征服世界(“没错,你那座了不起的城市在我的帝国里看起来确实很棒”)。在1.2.2版本中,我们新增了多项高级游戏设置选项,让你能更好地掌控自己的游戏方式。【以下选项目前仅在单人模式中可用】。新选项包括: 1. 按时代启用或禁用特定的传承路线(或完全全部关闭) 2. 禁用分数胜利(最终时代无限回合) 3. 启用或禁用特定危机 4. 自定义AI难度选项(独立调整每个AI的加成) 5. 时代过渡时跳过文明解锁(时代过渡期间,无论通过游戏决策解锁了什么,都可以从下个时代选择任意文明) 6. 调整独立势力敌对度(全部敌对、随机或全部友好) 我们在每个时代开启或关闭不同传承路线的过程中获得了很多乐趣。虽然无法通向胜利的传承路线始终是可选的,但有时完全忽略它们,专注于发挥领袖和文明的独特优势也是不错的选择。对于我们在办公室里玩的一款有趣的沙盒游戏,你可以尝试关闭“古代”和“探索”时代的“传承路线”,并将游戏设置为“简略时代”。如果你想进一步增强沙盒体验,也可以关闭“现代”时代的“传承路线”和“分数胜利”。 这是为了让你在游戏方式上拥有更多灵活性,我们也知道“传承路线”还有很大的发展空间。请关注未来的更新! 宗教、城邦和城镇的新加成

万神殿采用先到先得机制,为确保有足够数量供玩家选择,我们在《远古时代》中新增了两个万神殿,且这两个万神殿允许多名玩家选择。 我们收到了玩家反馈,指出《文明7》中的宗教系统仍有发展空间。其中一个常见反馈是,玩家缺乏转换自己定居点宗教的动力。因此,我们新增了一些新的信仰,并更新了部分现有信仰,这些信仰将为在自己帝国内传播宗教提供奖励。此外,我们还计划对宗教系统进行更大胆的改动,后续会及时向大家更新其发展情况! 同时,我们还将对城镇专注度加成进行更新,使其更具影响力。城市中心尤其得到了优化,现在可以建造许多原本只有城市才能建造的建筑(如古代的图书馆和纪念碑)。堡垒城镇获得了购买多面城墙的能力,这样它们就能真正封锁战略要道。我们还引入了一种新的城镇焦点类型:度假城镇。这些令人放松的风景胜地在有幸福度的乡村 tiles 上能获得额外的金币和幸福度,并且在自然奇观上的产出也会增加。 最后,我们认为大量聚集的中心城镇在某种程度上盖过了其他选项的风头,因此对它们进行了轻微削弱,从每个已连接定居点+2影响力调整为+1影响力。我们将持续关注它们,看看与其他新增强的城镇相比表现如何。

本次更新为大家带来了众多自定义体验的选项,但要说个性化程度,我们出色的模组社区所提供的支持无人能及。无论是界面调整还是宏大的游戏玩法革新,模组都能让你的游戏体验变得独一无二。因此,随着本次更新,我们也将推出Steam创意工坊支持以及初始版本的模组开发工具包。 现在,你可以从Steam创意工坊中查找并安装模组。只需点击订阅按钮,下次启动游戏时模组便会自动安装!对于模组制作者而言,这无疑意味着你的模组将更容易被玩家发现和下载,同时你也能更轻松地为用户更新模组。请注意,您在创意工坊中找到的《文明7》模组是由《文明》社区创建并面向该社区的,并非由Firaxis或2K官方支持。使用这些模组需自行承担风险! 我们还将提供一个模组开发工具包(Modding SDK),以帮助模组开发社区创建、调试模组并将其上传至Steam创意工坊。虽然该工具包的初始版本不包含美术工具,但会包含模组上传器以及备受欢迎的FireTuner的回归。此外,工具内还包含一些指南和文档,供您学习如何制作自己的模组。最后还有一件事——我们还在Steam创意工坊上传了三个示例模组,以展示模组能实现的部分功能,同时也为新手和资深模组制作者提供参考,展示修改游戏的多种方法(其中包含一些《文明6》中没有的实用技巧)! 给模组制作者的快速提醒: 创建和分享模组时,请确保内容符合我们的用户规则(可在服务条款第6节中找到),例如: 不要使用基于他人知识产权的内容(如其他游戏、电影等的角色、音乐或美术作品),除非你拥有使用权限。 确保内容安全且尊重他人,不包含有害、冒犯性或不当材料。当然,不会有恶意代码或任何可能对其他玩家体验产生负面影响的内容。 新的加载界面

有人提到了更多格温多兰·克里斯蒂的配音吗? 启动1.2.2版本后,你首先会注意到的变化之一就是焕然一新的加载界面。这是《文明7》UI改进大计划中虽小但重要的一步。我们重新思考了UI的开发方式,而加载界面为我们提供了一个在不影响游戏体验的前提下尝试新工作流程的绝佳机会。 本次更新亮点包括: - 领袖肖像位于视觉中心 - 新增信息面板 - 提示与技巧区域 - 由格温多兰·克里斯蒂重新录制的全新开场旁白

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 judgment 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 & CivsLeaders 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/UXCivilopedia 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-SpecificLinux, macOS Improved controller functionality when changing bindings in the Options menu. Improved update slider UI for HDR calibration.