00:00Hello Civ fans, Ed Beach here, Creative Director for the Civilization Franchise.
00:11You may remember me from our first Developer Update of the Year back in March.
00:16I'm happy to be back to walk you through our next major update, 1.3.0.
00:22The November update continues our strategic balance efforts,
00:26this time focusing specifically on sweeping changes to individual civs.
00:31Plus, we have a lot of exciting naval-themed updates and additions to share.
00:37Let's jump right into the features, starting with the next segment of our strategic balance paths.
00:44This month, our balance updates are focused squarely on individual civilizations.
00:49Through feedback and testing, we've made changes to a dozen civs.
00:53The first civ that's changing is Persia, now renamed Akimid Persia to differentiate them from our new Qajar DLC Civ.
01:04Besides Persia, the others include Aksum, Chola, Egypt, Great Britain, Hawaii, Maya, Mississippian, Prussia, Qing, Shanghai, and Spain.
01:15We've heard your feedback.
01:17The majority of these adjustments are significant buffs aimed at strengthening these fan-favorite civs.
01:23We are also introducing more specific bonuses to help each civ lean into a unique playstyle.
01:31For example, Egypt will now receive tailored bonuses for building settlements and districts along river tiles,
01:38better reflecting their historical reliance on the Nile.
01:43And Akimid Persia will get far more culture benefits for the Paradeza unique improvement,
01:49as well as additional happiness and culture from capturing settlements.
01:53These changes ensure your starting position on the map has a much greater impact on your overall strategy.
01:59You can check the full patch notes for every detail on all the civs we've adjusted this month.
02:06Moving beyond land-based strategies, one of the biggest themes for Update 1.3.0 is all things naval.
02:14With the introduction of pirate-themed civs and leaders coming with the Tides of Power collection,
02:20we wanted to make naval strategies feel more engaging.
02:24We've included a new building, a new unit, and updates to existing naval units and commanders.
02:32First, to support your growing navy, we've introduced the harbor, a new warehouse building available to all civs.
02:39The harbor is a water building that has a base production yield and gives additional production on fishing boats.
02:47Crucially, the harbor now acts as the new spawn point for all naval units,
02:51performing the same function that barracks do for land units.
02:55Next, meet the Privateer, a new light naval unit that unlocks in the exploration age on the heraldry civic.
03:04In terms of strength, it sits neatly between the cog and the carrick,
03:08but its real power comes from its utility and higher speed.
03:13The Privateer is the ultimate naval raider,
03:16as it can cross the borders of other civs freely,
03:19pillage trade routes for quick cash,
03:22and even attack the military units of any other civilization,
03:26regardless of your diplomatic status.
03:29And yes, they get gold for defeating a unit.
03:32It's the perfect tool for sneaky economic warfare and general maritime mischief.
03:37We know that for a naval update to truly matter,
03:42the oceans themselves have to be more interesting.
03:46So we've introduced new ocean resources and terrain types,
03:50completely reworking how they spawn.
03:53You'll now find three new water resources,
03:56including crabs, turtles, and cowry,
03:59alongside pitch, a new land-based resource
04:02that arrives in the exploration age and boosts your coastal settlements.
04:05We've also updated our resource spawning rules to be more reliable,
04:10guaranteeing a minimum number of coastal resources.
04:13For terrain, we now have atolls appearing in the deep ocean,
04:17acting as movement-stopping terrain to create strategic choke points.
04:22We've also added the lotus terrain in lakes
04:25and buffed the existing reef features
04:28so they can stay competitive with both atolls and lotus.
04:32Speaking of the ocean, we've made base ocean tiles,
04:35now workable in the modern age.
04:37Plus, our Hawaii sieve can now work ocean tiles in the exploration age,
04:42making their coastal starts feel powerful even earlier.
04:47The final piece of the naval overhaul is a fresh update to combat.
04:52We've done a significant pass to make naval engagements feel more impactful
04:55and to clearly define the strengths of your seafaring units.
05:00Prior to this update, all naval combat was melee combat,
05:04but now we've added ranged units to the mix as well.
05:07We've broken naval units up into two types,
05:10light and heavy.
05:12Light units are melee and have increased movement, vision,
05:15and the ability to set up flanking attacks.
05:19Heavy units are our ranged units.
05:21These units are slower than light and don't have as much vision.
05:25However, heavy units make up for that lack of vision with their strong ranged attacks.
05:31Overall, these changes should make conquering the seas
05:34a much more strategic and deliberate endeavor.
05:38We have a couple of quality of life improvements to share as well.
05:42First, we've given the Treasure Fleet UI a much-needed refresh.
05:46To ensure better clarity, we've added a clear treasure point value
05:50to the treasure convoys themselves,
05:53giving you an immediate sense of their worth when they arrive home.
05:56We also gave the resource icons refresh start,
06:00specifically by removing the distracting color from their backgrounds
06:03to reduce visual clutter and help them pop.
06:05On the exploration front, we've improved the visibility of discoveries.
06:10When a unit with the Auto Explorer ability is selected,
06:14tiles containing discoveries will now be highlighted in blue with a white outline.
06:20This simple visual cue makes those hard-to-spot tiles much easier to find,
06:25whether you're using a starting scout
06:26or any other Auto Explorer-capable unit.
06:35To all our players who've been with us, playing the game, providing feedback,
06:41creating content, and more,
06:43we'd like to offer something to you as a special thank-you gift.
06:47With 1.3.0, we're introducing a new sea-themed content collection called Tides of Power.
06:55This new collection will include two new leaders, four new sieves, and four new wonders.
07:01And the best part?
07:02It's free to claim from the time it goes live until the end of the year across all platforms.
07:08The first part of Tides of Power is dropping with the update on November 4th,
07:12bringing a brand-new leader,
07:14Edward Teach,
07:15Two fresh civilizations, Tonga and the Republic of Pirates,
07:19and Four New Wonders.
07:22The second part, coming in December,
07:24will introduce the formidable leader, Saida al-Hurra,
07:28along with the Ottomans and Iceland.
07:32From myself and the entire team at Firaxis,
07:35thank you for being a part of the civilization community.
07:40That's a big update.
07:41But before I leave, I do have more news to share.
07:44Many of you have asked for a roadmap detailing our upcoming releases.
07:49We've held off on providing too much detail
07:51until we knew that the significant updates we wanted to make
07:54had a clear path forward and were sufficiently fleshed out.
07:58We've made some good strides here,
08:00so I can now share two of the biggest things in motion.
08:04First, we're testing some dramatic changes to the legacy paths and victories in Civ 7.
08:10We want to open up the game and provide many new paths
08:13your empire can follow while achieving greatness and competing for victory.
08:18Second, and this one's been one of the most requested features from players.
08:23We're internally playtesting ways to play as one Civ continuously through the ages,
08:29allowing you to choose a civilization from any age
08:32and guide them throughout your journey through history.
08:36This is where we're asking you to come in to help us guide that work.
08:42We're launching something new, the Firaxis Feature Workshop.
08:46It's our way of opening the door earlier,
08:49inviting a small group of community members to get hands-on,
08:52with features still in development,
08:54and tell us what's working, what's not,
08:57and what's missing so that we can deliver the best possible Civ 7 experience.
09:03We'll be coordinating this through our Discord.
09:05If you want to apply, check out the link in the description below.
09:09As we head into the holidays,
09:11you'll notice smaller, less frequent updates
09:13while the team shifts into testing and iteration on these bigger changes
09:17and preparing for the workshop.
09:19We won't be radio silent,
09:21but we do want to make sure we're taking the time to get things right.
09:25If you haven't joined our Discord server yet,
09:27now's a great time.
09:29We'll be continuing to listen from all sources,
09:31not just the workshop.
09:33So please keep sharing your feedback with us.
09:36Thanks for your continued support
09:38while we work on the next big step for Civ 7,
09:41and you'll hear from us again later this year.
09:44See you next time, Civ fans,
09:46and we hope you enjoy 1.3.0.
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