Scouts can't auto explore anymore?! I don't want to micro manage a scout.![]()
I often use the look out feature after most moves so incorporating that into the auto explore will be useful.Is there any way to get it to show you when your units or cities get attacked? Like it used to pan the camera and show you what is going on?
Yeah, that's quite the oversight. FireAxis say they're going to implement it but they're "taking feedback from the community" as to how it should work. One good thing though is that the "lookout" feature makes scouts useful once you've finished exploring.
Only seems to give you an alert when a settlement is under threat and ungarrisoned. No alerts if a unit ii under attack or has been destroyed, unless I've missed something in the options.Is there any way to get it to show you when your units or cities get attacked? Like it used to pan the camera and show you what is going on?
Yeah, that's quite the oversight. FireAxis say they're going to implement it but they're "taking feedback from the community" as to how it should work. One good thing though is that the "lookout" feature makes scouts useful once you've finished exploring.
I struggled with the Age of Exploration in my first game. The objectives / legacy path mechanics weren’t obvious, and the game gave me a geographic disadvantage for settling in distant lands and grabbing exotic resources by placing me slap bang in the middle of a large continent surrounded on all sides by other civilisations and independent states. In future games I’ll try and ensure that I always finish the Age of Antiquity with at least one settlement on the far west or east coast, even if that means going to war to do so.Another patch has dropped, minor improvements but look like some good stuff in there:
Stability
Windows PC/Mac/Linux/Steam Deck
- General Stability Improvements and fixes.
Gameplay
Windows PC/Mac/Linux/Steam Deck
- Bombers can now deploy Nuclear Weapons when packed into an Aerodrome, Carrier, or Squadron Commander (previously only Heavy Bombers could do so).
- Addressed an issue where some users reported experiencing Specialists being removed from Settlements when confirming the Legacy Cards from Age Transition.
- Addressed an issue that some users reported experiencing where the 300 Gold from discovering a Natural Wonder while playing as Isabella was not being granted.
- Addressed an issue that some users reported experiencing where the Factory was unavailable when a Distant Lands Settlement was connected to a Homelands Settlement in the Modern Age.
- Addressed an issue that some users reported experiencing where Sea Trade and Rail connections sometimes failed in Settlements where the City Center was not adjacent to the coast.
UI
Windows PC/Mac/Linux/Steam Deck
- Continued to address alignment issues some users reported when playing in Simplified Chinese. We will continue to make improvements here in future patches.
- Improved Font Scaling in the Civilization and Tech Tree screens.
- Improved Image and Font alignment in the City details menu.
- Improved spacing and alignment on the War Declaration screen.
- Addressed an issue that some players reported experiencing with navigating the Civilopedia search results with a controller.
- Addressed an issue that some players reported experiencing where the Unique Quarter description appears cut off when viewing in Building Breakdown screen.
- Addressed an issue that some players reported experiencing where unlocalized text appears when viewing the "Nuclear Weapons Available" warning pop-up in Modern Age.
- Improvements to the Age Transition Spend Points screen.
- Added a notification for when an enemy attacks a player's Unit in single-player.
- Improved the performance of City Details screen when viewing a large City.
- Improved Progress Bar information consistency (HUD Progress wheels go the right way now).
- The Esc key can be used to back out of the Independent Power screen.
- Added Building icons to the plot tooltip with their status. Added Wonder icons to the plot tooltip with the gameplay effect. Made resource icons larger on improved tiles, and smaller on unimproved tiles. "Thank you for the inspiration Sukritact!"
Miscellaneous
Windows PC/Mac/Linux/Steam Deck
- The correct citizen character set is now being displayed for Korean Independent Powers.
Particularly pleased to see they've added a notification when you're attacked.
I carried on with my playthrough into the Exploration Age last night, still good but I'm feeling a bit aimless at the moment - although that's often an issue when getting to know a new Civ. I think I need to engage with the legacy paths a bit more, and I basically missed out on religion entirely by not building the right stuff straight away and getting swamped with missionaries before I'd even had a chance to think about it. I think keeping a sizeable chunk of gold back for age transitions is going to be important so you can launch into the new age with good momentum.
In general I like the changes in the way trade deals work, but its absence in the peace deal screen is a problem. I don't want another town, so what is there to gain? That last is an issue for war in general, razing cities is a massive penalty, having too many settlements is a massive penalty, so what can I go to war for? It needs a vassal system, or a system where you can take land from cities or loot technologies or something like that.
I struggled with the Age of Exploration in my first game. The objectives / legacy path mechanics weren’t obvious, and the game gave me a geographic disadvantage for settling in distant lands and grabbing exotic resources by placing me slap bang in the middle of a large continent surrounded on all sides by other civilisations and independent states.
About
You'll likely be familiar with my Simple UI Adjustments mod from Civ VI. I'm reusing the name for Civ VII. Don't expect this to be a big giant overhaul. I'm one person, and Simple UI Adjustments took a while to get to the state it was at the end. For now, I've implemented a couple of small QoL and aesthetic adjustments to the game's UI.
Current changes include:
- Diplomacy with other Civs and IPs can now be initiated by clicking on the city banner (provided you have met them).
- Plot Yield icons are smaller on tiles that are not improved/worked to show you aren't gaining their yields.
- Tooltips are enhanced.
- The default improvement is now shown on unimproved tiles.
- All Constructibles now display their icon.
- Wonders receive a large fancy icon with description.
- Buildings now note if they are damaged or in-progress or ageless.
yup even the city states reset... its some absolute nonsense mechanic to try and keep the game balanced....DAmnnnnnnnnnnnn i started my 2nd game last night and just got to the 3rd age now and i just turned it off.... I cant be bothered to effectively "start again"
Probably part of the consolisation of the game, you know those console players arent the brightest sparks in the fireyup even the city states reset... its some absolute nonsense mechanic to try and keep the game balanced....
its almost like they tried to idiot proof the game
You need to place specialists on tiles to boost yields. You unlock that ability ( and increasing specialist slots ) via civics and science research. It’s actually quite hard to do in the Age of Exploration … the legacy path targets seem unrealistic and probably need some fine tuning. In contrast the objectives in the other two Ages seem fair and achievable … the AI really struggles with that era , and I can see why.I had coastal cities, but an early age war left me at basically the settlement cap so trying to expand overseas didn't see like a particularly attractive option. Maybe I should have done. Although I now have a treasure ship (which I guess matters for something) that I stole off another Civ in a war. The main thing I've been aiming for is scientific but that wants massive yields from a particular tile and I'm not very sure how I increase that further? I think this isn't helped by the UI not really indicating adjacency bonuses clearly.
You need to place specialists on tiles to boost yields.
Yeah, I was getting a yield of 34 too. In the modern age 40 is achievable. I've yet to see an AI that can get anywhere close to 40 in the Exploration Age.That's what I did, but I couldn't get the yield past 34, and it wants 40.
I also realised that I had completely failed to notice that there's a second Civic tree with culture specific picks on it. Oops.
That's what I did, but I couldn't get the yield past 34, and it wants 40.
I think there could be a little more smoothness in the transition. I like the feeling that some time has passed by and the world has moved on. It also seems to be a way of stopping a civ just running away at the start of the game because they had a really strong start. However i think if you were trying to go for domination it would be really frustrating to get an age reset.DAmnnnnnnnnnnnn i started my 2nd game last night and just got to the 3rd age now and i just turned it off.... I cant be bothered to effectively "start again"
It came to me having to assign the luxuries to my city and i just ctrl alt del.... Its tedious. Why did they do that? Its such a small deal but it breaks me completely, no transition just a hard cut.
I just cba... Something about the age transition just makes me switch off..... Combined with i had a terrible "dark age" essentially in the exploration age which rolls over and penalises you.
Im struggling here
i guess next time i have an itch i can go straight into a game lol
I’ve managed this and you need to go all in on the adjacency bonuses, have urban districts next to each other, overbuilding and specialists.That's what I did, but I couldn't get the yield past 34, and it wants 40.
I also realised that I had completely failed to notice that there's a second Civic tree with culture specific picks on it. Oops.
I’ve managed this and you need to go all in on the adjacency bonuses, have urban districts next to each other, overbuilding and specialists.