Let me go to the sexy world of UI. The Chunky 4x Civilization VII strategic game is receiving a update today will allow you to transfer units from a hexagonal space to a different hexagonal space than before. The patch also adds the highest mountain on earth to the game, but I know what civil fans really want, and it is not Everest. It is a marking box in the options to eliminate the animation of your little guys running on the map, saving you the entire valuable existence.
Update developer Civilization VII – March 2025
https://www.youtube.com/watch?v=-1ilg2L87AK
See on YouTube
“This is now an optional settings that you can turn on in the game menu and it will make it so that the units will move to their destination immediately,” the Creative Director Ed Beach said in the updated video above, highlighting the changes in today’s update to version 1.1.1.
There is a spread of other adjustments, many of which will remind players of small but useful features in the previous Civil VI. The world now allows you to adjust the rules for your “starting position”, the settlements and commanders can now be renamed and the “restart” button quickly in the pause menu will allow you to erase everything and regenerate the map while keeping the leader and civilization selected. Useful for Scummers who want to cycle through maps to search for a good start.
There are other things. Now you will receive a warning warning when a remote city is attacked (how does this not exist before?) And when your game reaches the modern era, it will not progress as fast as before. For example, eliminating other players will not increase your progress over the age, and the cost of technological advances and citizens of this age will be 25%more expensive. Basically, Firaxis developers are seeking to slow this part of the game.
No change in these is revolutionary, but to quote his Megacoration I sell me constantly narrowing the grocery stores: all small help. Civi VII players complained about the lack of polishing of the game when released when compared to the previous parts. The user interface is a special source of disappointment, with our CIV VII evaluation that complained about how it was confusing how a simple attack move.
Ui does not allow you to interact about why you fail. According to my original user experience, I really went Googled how I attacked in Civ 7? There is no help there. I finally found it. I could not click a unit to attack. I could not click on a city to attack. I have to click anywhere else to attack … This is just Braindead’s UI/UX design.
It has been patched a number of times since its release (today marking the fifth update) with Firaxis seems to be slow but stable through the long list of micro -machines from the player. They are also developing a developer today at 5 pm on the YouTube civil channel to talk about changes in this latest program and can talk about future plans. But we already know some of the plans from a post on the route on Steam, including automatic exploitation, some new resources, AI improvement and the ability to queue your research projects. Mod tools are also planned somewhere, although it is worth indicating that the modder is already in the case.