Is Civilization VII Fixed?
It’s been just over a year since Sid Meier’s Civilization VII launched, bringing a new entry into one of strategy gaming’s most popular franchises, along with some… polarising features. While I didn’t mind the core gameplay, it still felt like things were missing, and the abrupt endgame left it feeling a little incomplete. Over the past year, Firaxis Games has rolled out a steady stream of updates, shaping Civilization VII into the game it is today, largely by taking community feedback on board. But is it enough to bring players back for just one more turn? Let’s take a look at the past year and see if Civilization VII is fixed.
What Didn’t Work at Launch
If you picked up Civilization VII at launch as I did, you probably noticed the biggest feature of the game was how streamlined everything was… almost too streamlined. Things looked simple in the UI, but that simplicity often made decisions feel unclear, with important details buried under multiple menus. Diplomacy, which is the backbone of Civ games, ended up feeling mysterious, a task of trial and error that could lead to puzzling wars and seemingly pointless endeavours. Exploration and automation were mostly absent, and the lack of an auto-explore option meant that uncovering the map’s secrets often required spending every turn manually directing wandering units away from your cities. Finally, the modern era brought an abrupt end, finishing the game whether you were ready or not. While it might sound like a long list of problems, the game itself was not broken, just stripped back. That simplification left many legacy fans feeling a bit isolated from what they loved about the series.
A Year of Updates
Much to their credit, Firaxis Games managed their own diplomacy, delaying paid DLC in order to address fan feedback. Like wonders in the game, Rome was not built in a day. Firaxis mapped out a plan of updates, prioritising fixing the UI first before moving onto core gameplay mechanics.
Starting a new game now allows you to change many options. You can remove era crisis events, which a lot of players found all stick and no carrot, adjust the transitions between ages like retaining gold and units, and also open or limit civilization choices when moving between eras. Many of these feel like positive changes, and I thought it was great to remove the crisis transitions. My one complaint is that even when keeping gold and units, all my cities would revert back to towns, meaning I had to repurchase them to unlock them. Aside from that, era transitions feel much smoother.
The UI redesign over the past few updates has brought information to the forefront for nearly everything you do in the game. Placing upgrades on tiles or building districts now highlights what you gain, what you lose, and where adjacency bonuses come from. This simple addition makes every choice feel more meaningful. In an epic 14-hour session where I was testing the culmination of updates, it gave me a clearer path to victory. It does not make the game itself easier to win, but it definitely makes it easier to understand. Auto explore has also returned for scouts, opening up the world a bit faster and taking away the tedium of manual exploration.
Diplomacy has also been overhauled. While playing, I could actively see how my decisions were impacting allies and foes. Everything is now laid out in a relationship history, highlighting positive and negative effects, leader traits, and relationship decay. It let me focus on what I needed to do to balance relationships. There were still the occasional wars, but at least I could see what was causing them instead of being confused by sudden declarations or denouncements.
How It Feels Now
With all these changes in place, I decided to put them to the test in a 14-hour non-stop session after taking a six-month break from the game due to my busy review and content schedule. I played as Ada Lovelace, aiming for a science victory, turned off all crisis options, switched to mouse mode, and settled in.
Immediately, with all the new information and clearer diplomacy, the game felt like smooth sailing (once I researched navigation, that is). I could set my scouts to auto-explore to uncover resources and plan new settlements. The updated trade routes overview allowed me to set up a healthy economy, and even using towns outside my established trade routes to increase production helped move my civilization forward. Being able to see where other civilizations were on their quests for glory also meant I was not going to be blindsided by a random victory after ten hours of play.
Despite aiming for a science victory, wars set me back slightly, so I shifted my approach to an economic victory, establishing a rail network in the modern era and aiming to create a world bank. Surprisingly, as I approached my goal, the modern era came to an abrupt end, warning me that the game would finish in ten turns. I could continue playing if I chose to, but the victory would go to the civilization closest to the leaderboard at the end. I managed to establish the World Bank with six turns to spare, but that abrupt ending is still present, even if you have the option to keep playing.
So Is It Fixed?
After my 14-hour clutch victory, I felt a real sense of excitement and elation. I was already planning another round to optimise production and build a more balanced economy, but unfortunately, it was 2 a.m., and world conquest would have to wait. I feel that Firaxis Games has made positive changes after positive changes with Civilization VII. I know some legacy players may be frustrated with the pace of updates, but I see this as a careful and balanced approach, designed with the long-term health of the franchise in mind. I would wager that we will see a major gameplay expansion announced this year, which will hopefully add depth to the endgame and introduce further core gameplay improvements, much like what we saw with Civilization VI.
If you missed Civilization VII at launch, now is a great time to jump in, especially during the Easter sales. If you played it before and it did not quite resonate, I would encourage you to give it another chance. Some key complaints are still a work in progress, like civilization switching and the abrupt endgame, but the ability to keep playing beyond that point, combined with a much clearer UI that highlights the impact of your decisions, makes a big difference. Civilization VII is starting to live up to the legacy of this legendary series. Much like the natural wonders scattered across the map, there is a lot to discover here for both new and returning players. And much like the addictive nature of the game itself, I personally believe that Civilization VII is worth one more turn.
Enjoyed our Is Civilization VII Fixed? Article?
✨ Support What’s It Like? Want to help keep this independent Nintendo outlet running? Here are a few ways you can support:
🌐 More Nintendo reviews and guides: https://www.whatsitlike.com.au/
☕ Buy me a Ko-fi: https://ko-fi.com/whatsitlike
🎥 Join the Patreon for behind-the-scenes content: https://patreon.com/u102681944



