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From the Devs: Improved Naval Combat

From the Devs: Improved Naval Combat
[p][/p][p]Hello, Civ fans! I’m Edward Zhang, Economic & Military Systems Designer, joined by Chris Burke, Military Gameplay Engineer. With Update 1.3.0, we’re sailing into Naval Combat 2.0 - an overhaul to make naval engagements feel more impactful, and better define the strength of your sea-faring units. Our aim dev-side was simple: more strategy, less ambiguity, and fleets that feel like fleets.[/p][p][/p][h2]Classifying Your Naval Units[/h2][p]So far in Civ VII, all Naval Units have technically counted as melee units, with no specific ranged class of ship. While Naval Units could visually attack from a distance they always advanced toward the target, creating some awesome cinematic moments, but not providing the same level of strategy that a true ranged unit could bring to the table. Because every ship fought like a melee unit and took reciprocal damage, it was almost always optimal to build Heavy Naval Units over Light Units thanks to their higher melee strength. It also created confusion for players familiar with past versions of Civilization, where Naval Units could perform ranged attacks on other ships. And even more confusing - Naval Units in Civ VII could still attack Land Units and Districts from range.[/p][p][/p][p]Clearly, some updates here were in order! With Update 1.3.0, we’ve brought true ranged combat back to the seas. To differentiate between melee and ranged Naval Units, we’ve given the two types of units more distinct identities: [/p]
  • [p]Light Units: Faster melee units with increased Vision. They excel at scouting ahead for Heavy Units, performing flanking attacks, and revealing more of the battlefield. The updated roster includes Galley and Quadrireme in the Antiquity Age, the Privateer (details to follow) in the Exploration Age, and the Ironclad, Cruiser, and Destroyer in the Modern Age.[/p]
  • [p]Heavy Units: Slower ranged units with limited Vision, but capable of devastating attacks that can quickly cripple enemy fleets or coastal Districts if left unchecked. The updated roster includes the Cog, Carrack, and Galleon in the Exploration Age, and the Frigate, Dreadnought, and Battleship in the Modern Age.[/p]
[p]With these changes, several existing Naval Units have gained the ability to perform ranged attacks, and their melee and ranged strengths have been adjusted to match their new roles. [/p][p][/p][p][/p][p][/p][h2]Naval Combat Through the Ages[/h2][p]With those new foundations in place, let’s walk through how these new roles for naval combat will feel throughout a multi-Age Civ VII game.[/p][p][/p][p]In Antiquity, the early coasts will actually stay pretty familiar from previous updates. Ship-to-ship clashes are usually still all melee fights, which keeps coastal skirmishes tight and personal, while Naval Units can continue to bombard Land Units and Districts from range.[/p][p][/p][p]The Exploration Age is where you’ll really feel these changes kick in. The moment the Deep Oceans open up, your default units will shift to heavy, ranged ships, like the Cog, Carrack, and Galleon. As for Light Units, we’ve added a brand new ship type to fill that space in your fleet.[/p][p][/p][h3][/h3][p]The Privateer is a brand new, Exploration-Age Light Unit available to every civilization via the Tech Tree (unlocking with the Heraldry Civic). You may remember it from past versions of Civilization, and we’re excited for its return in Civilization VII![/p][p][/p][p]The Privateer is the ultimate naval raider: with the ability to ignore borders, pillage trade routes for quick cash, and even attack the military units of any other civilization regardless of your diplomatic status! It’s perfect for scouting your enemies while also disrupting their Trade Routes and stealing Treasure Fleets – all without a formal declaration of war. [/p][p][/p][p]Be warned, though - you’re not totally immune from diplomacy. Killing another player’s unit or plundering their Trade Routes will still reduce your relationship with the target player. [/p][p][/p][p]We’re excited to see how the Privateer shakes up your games, so let us know how this new addition feels! [/p][h3] [/h3][p][/p][p][/p][p]Last, but not least, let’s talk about naval combat in the Modern Age. Here, the Frigate, Dreadnought, and Battleship are your heavy batteries, while the Ironclad, Cruiser, and Destroyer are your mobile Light Units. We also can’t forget the formidable submarine, which is now a ranged glass cannon with the strongest naval strike in the game. This can turn the tide of war in just a few turns, but watch out - its low defense means you’ll want to keep this unit hidden and out of enemy range. The Modern ocean will be all about careful planning and outwitting your opponent: keeping Light Units in front, your navy under cover, and a finger primed to press the attack button if your enemy gets within range. [/p][p][/p][h3][/h3][p]We’re excited to see how this update affects your approach to naval combat in Civilization VII! Based on our own internal testing, we’re seeing a big impact on the way the Exploration and Modern Ages play out, especially after investing in a strong navy. Try the new Tides of Power Collection, free to claim for all Civilization VII players for a limited time.* To make the most use out of this update, including special Naval gameplay unique to Tonga, Republic of Pirates, and Edward Teach - AKA: Blackbeard! As always, please keep sharing your feedback and experiences with us, and look forward to more combat updates in the future. [/p][p][/p][p]*Offer available for owners of Civilization VII. Offer ends January 5, 2026 at 6:59am PT. Owners must claim offer between November 4, 2025 and January 5, 2026 at 6:59am PT. For details on how to claim offer go to www.civilization.com. Terms apply.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Civilization VII set for a big change to allow you to play as one civ continuously

Firaxis Games have heard your cries, and so Civilization VII is getting an update at some point to let you play as one civ continuously through the Ages.

Read the full article here: https://www.gamingonlinux.com/2025/10/civilization-vii-set-for-a-big-change-to-allow-you-to-play-as-one-civ-continuously/

Civilization 7 will bring back the ability to play as one civ for the whole game, bypassing the divisive Age system


After much wrangling with players over Civilization 7’s Age system, which sees you taking charge of different civilizations as you progress from Antiquity into the Modern era, Firaxis are bringing back the option to play as one culture all the way to the endgame. They’re now playtesting the feature internally, and want players to help by way of a new community testing initiative, the Firaxis Feature Workshop.



Firaxis have also shared a few snippets from Civilization 7’s update 1.3.0, due in the week of November 3rd alongside the Tides of Power DLC, which will be free to existing owners of the troubled 4X strategy game over the Xmas holidays. Update 1.3.0 is all about nautical doings and conspirings, with new naval units and buildings, the addition of ranged combat to ocean warfare, and some delightfully soggy terrain features.

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Civilization 7 will get 'one of the most requested features' since launch: The option to play as one civ from start to finish




Firaxis tried something new with Civilization 7's Ages system, and although the studio's willingness to experiment with its decades-old grand strategy series is commendable, the evolution hasn't been the biggest of hits...
Read more.

Update Check-In: October 27, 2025

[p]Hey Civ fans,[/p][p][/p][p]It’s been a while since our last update check-in, so we wanted to touch base with you and talk about what’s on the horizon for Civilization VII. [/p][p][/p][p]Since launch, we've been working hard to bring you post-launch updates at a faster pace than ever before for a Civ game, keeping your feedback in mind the entire way.  Back in June, we highlighted three big themes that arose from that feedback: Age transitions; replayability; and civ identity through the Ages.[/p][p][/p][p]We’ve spent a lot of time on these themes over the past few months, in design meetings, creative brainstorms, and many “what if” whiteboard sessions. Some of that work, like Continuity Mode and Age countdowns, has already made it into the game. But we know you’re eager for the bigger picture.  We’ll start by digging into more of those long-term plans, and then we’ll talk about what’s coming in our next update, 1.3.0. [/p][p][/p][p]Oh, and one last thing: please imagine a big "subject to change" stamp on everything here. With that, let’s dive in![/p][p]
[/p]
A Message from Ed on What’s Next for Civ VII:
[p]
[/p][p]Hello Civ fans,
[/p][p]Many of you have asked for a roadmap detailing our future update plans. This is a very fair ask, but we've held off on providing too much detail until we knew that the significant updates we wanted to make had a clear path forward and were sufficiently fleshed out. We’ve made some good strides here, so I can now share an update on two of the biggest things in motion. 
[/p][p]First, we're testing some dramatic changes to the Legacy Paths and Victories in Civ VII. We want to open up the game and provide many new paths your empire can follow while achieving greatness and competing for victory.[/p][p][/p][p]Second - and this one’s been one of the most requested features from players - we're internally playtesting ways to play as one civ continuously through the Ages, allowing you to choose a civilization from any Age and guide them throughout your journey through history. [/p][p][/p][p]Sound exciting? Well, this is where we're inviting you to help us shape what these mechanics ultimately look like for Civ VII. Over the next few months, we’re kicking off a new initiative: the Firaxis Feature Workshop. This is our way of opening the door earlier, inviting a small number of community members to go hands-on with features still in development and tell us what’s working, what’s not, and what’s missing so that we can deliver the best possible Civ VII experience. We’ll be coordinating this through our Discord, and we’ll share more details on how to apply soon, alongside the next update.
[/p][p]I also want to share that as we head into the holidays, you’ll notice smaller, less frequent updates while the team shifts into testing and iteration on these larger changes, and preparing for the Workshop. We won’t be radio silent, but we do want to make sure we’re taking the time to get things right. 
[/p][p]If you haven't joined our Discord server yet, now’s a great time. We’ll be continuing to listen from all sources, not just the Workshop, so please keep sharing your feedback with us. Thanks for your continued support while we work on the next big step for Civ VII, and you’ll hear from us again later this year. [/p][p]
- Ed[/p][p]
[/p]
New Content Collection: Tides of Power
[p][/p][p][/p][p]With 1.3.0, we're introducing a new sea-themed Content Collection called Tides of Power.
[/p][p]As a special thanks to all our players who've been with us playing the game, providing feedback, creating content, and more, this collection will be free for Civilization VII players to claim from the time it goes live on November 4 until January 5, 2026 across all platforms*. More details will come November 4 on how to claim this collection for free.[/p][p][/p][p]The first part of Tides of Power is dropping with the update on November 4, bringing a brand new leader, Edward Teach, and two fresh civilizations: Tonga and the Republic of Pirates. The second part, coming in December, will introduce the formidable leader Sayyida al Hurra, along with the Ottomans and Iceland.[/p][p][/p][p]We look forward to seeing how you expand your empire with these new naval additions! For more details on this content collection, please visit the Collection Hub on our website. From the entire team at Firaxis, thank you for being a part of the Civilization community![/p][p]
[/p]
The Naval Update Sails In the Week of November 3rd
[p]Ocean-lovers rejoice! 1.3.0 is packed with a ton of naval-themed updates, including a new Unit, Building, combat updates, Ocean Resources, and more. We’re also continuing our strategic balance efforts (shaking up the meta yet again), this time focusing specifically on sweeping changes to individual civs. Here are the highlights: [/p][p][/p][h2]New Building and Unit: Harbor & Privateer
[/h2][p]To support your growing navy, we’re introducing a new Warehouse Building available to all civs: the Harbor, a new water-based Warehouse Building available to all civs. The Harbor has a base Production Yield and gives additional Production on Fishing Boats. Crucially, the Harbor now acts as the new spawn point for all Naval Units, much like how the Barracks is used for Land Units (which means no more wondering where your Cog will end up once it leaves the production line). 
[/p][p]We also recognize a naval update is nothing without a new ship to explore the seas with, so we’re also bringing you the Privateer. This is a new Light Naval Unit that unlocks in the Exploration Age on the Heraldry Civic.
[/p][p]In terms of strength, it sits neatly between the Cog and the Carrack, but its real power comes from its utility and higher speed. The Privateer is the ultimate naval raider with its ability to cross the borders of other civs freely, pillage trade routes for quick cash, and even attack the Military Units of any non-allied civilization, regardless of your war status! And yes, they get Gold for defeating a Unit! It's the perfect tool for sneaky economic warfare and general maritime mischief.[/p][p]
[/p][h2]New Resources and Terrain Types
[/h2][p]Not only do you have new tools to explore the Ocean, but the Ocean has become more interesting to explore, too…
[/p][p]To start, we’ve added three new water Resources, Crabs, Turtles, and Cowrie, and Pitch, a new land-based Resource. We've also updated our Resource spawning rules to be more reliable, guaranteeing a minimum number of Coastal Resources.
[/p][p]For terrain, Atolls will appear in the Deep Ocean, acting as movement-stopping terrain to create strategic choke points. The new Lotus terrain will spawn in Lakes, and provide bonuses to Food and Gold.  And finally, we buffed the existing Reefs features so they can stay competitive with Atolls and Lotus.
[/p][p]Speaking of the Ocean, we’ve made base Ocean Tiles workable in the Modern Age. Hawaii can now work Ocean tiles in the Exploration Age, making their coastal starts feel powerful even earlier. [/p][p]
[/p][h2]Naval Combat Updates
[/h2][p]The final piece is a fresh update to naval combat. We've done a significant pass to make naval warfare feel more impactful, and to clearly define the strengths of your seafaring units.

Prior to this update, all naval combat was melee combat, but now we added Ranged Units to the mix as well. We've broken Naval Units up into two types: Light and Heavy:
[/p]
  • [p]Light Units are Melee Units and have increased movement, vision, and the ability to set up flanking attacks.[/p]
  • [p]Heavy Units are the new Ranged Units. These are slower than Light Units and don't have as much vision. However, Heavy Units make up for their lack of vision with their strong ranged attacks.[/p]
[p]Overall, these changes should make conquering the seas a much more strategic and deliberate endeavor.[/p][p]
[/p][h2]And plenty more, coming with the update notes![/h2][p]
As always, we’ve just covered the highlights here, so keep an eye out for the full update notes including more UI and quality-of-life improvements, and a host of other updates across all platforms. If a feature you’ve been giving feedback on isn’t in 1.3.0, please know we’re still listening, taking it all in, and planning items for future patches.[/p][p]
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Where Can I Share Feedback?
[p]
If you're looking to share feedback on Civilization VII, want to stay up-to-date, or are just looking for a place to talk with other Civ players, check out the Steam Discussion forums and our official Discord channel! For any issues, you can check if it's an issue already on our radar or submit a ticket through our support portal (select Civ VII in dropdown). [/p][p][/p][p]From the entire team at Firaxis, thanks for being the best fans in gaming!

*Offer available for owners of Civilization VII. Offer ends January 5, 2026  at 6:59am PT. Owners must claim offer between November 4, 2025 and January 5, 2025 at 6:59am PT. Details on how to claim the offer and terms will be shared November 4.[/p]