<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Patch Notes — After Strategy</title><description>Articles tagged &quot;Patch Notes&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Civilization 7 Update 1.5.1: Liberation, Donut Map and a Great People Rework</title><link>https://after-strategy.com/en/civilization-7-update-1-5-1-liberation-great-people-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/civilization-7-update-1-5-1-liberation-great-people-2026/</guid><description>Civilization VII Update 1.5.1 lands the week of November 9, 2026: hand conquered cities back, Randomized Earth and Donut maps, and Great People unlocked by conditions, not production.</description><pubDate>Sat, 07 Nov 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Until now, a conquered settlement in Civilization VII only changed hands at sword point or as a bargaining chip in a peace deal. &lt;strong&gt;Update 1.5.1&lt;/strong&gt;, announced by Firaxis on November 3, 2026, turns handing it back into a diplomatic move in its own right. The patch lands &lt;strong&gt;the week of November 9, 2026&lt;/strong&gt;, and it also touches maps, Great People and the UI.&lt;/p&gt;
&lt;p&gt;Everything below comes from the &lt;a href=&quot;https://steamcommunity.com/games/1295660/announcements/detail/672884264786725698&quot;&gt;official announcement on Steam&lt;/a&gt;, which a Firaxis developer also posted on &lt;a href=&quot;https://forums.civfanatics.com/threads/update-1-5-1-lands-week-of-november-9-liberation-new-maps-great-people-rework-and-more.705348/&quot;&gt;CivFanatics&lt;/a&gt;. The full patch notes aren’t out yet, so there are no numbers to work with at this point.&lt;/p&gt;
&lt;h2 id=&quot;liberation-giving-a-city-back-becomes-a-diplomatic-choice&quot;&gt;Liberation: giving a city back becomes a diplomatic choice&lt;/h2&gt;
&lt;p&gt;This is the change most likely to reshape your games. A captured settlement can be &lt;strong&gt;returned to its original founder&lt;/strong&gt;, which improves your relationship with them. The same logic applies to City-States: a conquered City-State you were previously Suzerain of can be &lt;strong&gt;freed&lt;/strong&gt;, and you get its bonuses back.&lt;/p&gt;
&lt;p&gt;The City-State case is the clearest example. Conquering a City-State you already controlled used to cost you the bonus it provided. Update 1.5.1 lets you reclaim that bonus after the fact, as long as you give the city its freedom back. For anyone who fights short, surgical wars, that makes ending a conflict far less costly.&lt;/p&gt;
&lt;p&gt;On paper, the real winner is defensive warfare. Retaking an ally’s city from an aggressive neighbor and handing it back should strengthen the alliance instead of bloating your own empire. The catch is the size of the relationship boost. If it’s small, most players will keep doing what they’ve always done and hold on to the city.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-1.webp&quot; alt=&quot;Official Civilization VII Update 1.5.1 key art: Liberation, Randomized Earth and Donut maps, Great People&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-1-480w.webp 480w, /images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-1-800w.webp 800w, /images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;randomized-earth-and-donut-two-maps-built-for-replayability&quot;&gt;Randomized Earth and Donut: two maps built for replayability&lt;/h2&gt;
&lt;p&gt;Two map types join the rotation. &lt;strong&gt;Randomized Earth&lt;/strong&gt; generates its terrain procedurally and lets you pick between &lt;strong&gt;historic or randomized start locations&lt;/strong&gt;. &lt;strong&gt;Donut&lt;/strong&gt;, as the name suggests, wraps a ring of land between an &lt;strong&gt;interior ocean&lt;/strong&gt; and an &lt;strong&gt;exterior ocean&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Randomized Earth arrives less than two months after &lt;a href=&quot;/en/civilization-7-150-update-true-start-location-earth-2026/&quot;&gt;Civilization VII Update 1.5.0&lt;/a&gt;, which added the True Start Location Earth map. That one is locked to Huge size. Firaxis hasn’t said which sizes the new map supports, so that’s one of the first things to check in the patch notes. The Donut Map looks tailor-made for naval players: with an ocean in the middle, you’ll need to think about your fleet from the very first Ages.&lt;/p&gt;
&lt;h2 id=&quot;great-people-goodbye-production-queue&quot;&gt;Great People: goodbye, production queue&lt;/h2&gt;
&lt;p&gt;The third big change concerns Great People. They no longer go through a city’s production queue. Instead, each one is unlocked through &lt;strong&gt;its own gameplay conditions&lt;/strong&gt;. Firaxis pitches the change as a fix for players who never found the right moment to train one.&lt;/p&gt;
&lt;p&gt;For Civilization VII players, the upside is straightforward: a city no longer burns turns of production to get a Great Person. The trade-off depends entirely on what those conditions turn out to be. If they reward one specific strategy, some Great People could end up out of reach for empires that play differently.&lt;/p&gt;
&lt;p&gt;The UI also gets two new panels: a &lt;strong&gt;Unit List&lt;/strong&gt; and a &lt;strong&gt;Map Search&lt;/strong&gt;. On a large map in the late game, tracking down a forgotten unit or a specific resource should take far fewer clicks.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-2.webp&quot; alt=&quot;Civilization VII: a coastal city with its colosseum at the foot of a volcano&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-2-480w.webp 480w, /images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-2-800w.webp 800w, /images/articles/civilization-7-mise-a-jour-1-5-1-liberation-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch-for-the-week-of-november-9&quot;&gt;What to watch for the week of November 9&lt;/h2&gt;
&lt;p&gt;Firaxis frames Update 1.5.1 as a foundations patch ahead of its two big 2027 projects. &lt;strong&gt;Arc of Tomorrow&lt;/strong&gt; is a free update that adds the Atomic Age, and &lt;strong&gt;Earthrise&lt;/strong&gt; is the first paid expansion, as laid out in the &lt;a href=&quot;/en/civilization-7-earthrise-expansion-arc-of-tomorrow-announced-2026/&quot;&gt;Arc of Tomorrow and Earthrise announcement&lt;/a&gt;. The official 1.5.1 key art also teases a first hands-on look at the Atomic Age for members of the Firaxis Feature Workshop.&lt;/p&gt;
&lt;p&gt;Three things will decide how much this patch really matters: the size of the relationship boost after a Liberation, what the reclaimed City-State bonuses actually look like, and the list of Great People conditions. Until those numbers are public, avoid starting a long campaign built around these mechanics. If you have a game in progress, finish it before the update, then try Liberation on a fresh Donut map.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/civilization-7/&quot;&gt;All our Civilization 7 coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-update-1-4-2-peace-deals-diplomacy-2026/&quot;&gt;Civilization 7 Update 1.4.2: Gold, Influence and Reworked Peace Deals&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-government-rework-1-4-1-strategic-guide-2026/&quot;&gt;Civilization VII 1.4.1: Does the Government Overhaul Actually Change Your Strategy?&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category><category>tour-par-tour</category></item><item><title>Civilization VII 1.5.0: The True Start Location Earth Map Arrives, but Only on Huge and in Antiquity</title><link>https://after-strategy.com/en/civilization-7-150-update-true-start-location-earth-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/civilization-7-150-update-true-start-location-earth-2026/</guid><description>Civ VII 1.5.0 adds the True Start Location Earth map, limited to Huge size and Antiquity starts. What those Firaxis design choices mean for your games.</description><pubDate>Mon, 12 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;a-long-awaited-map-shipped-with-its-own-rules&quot;&gt;A long-awaited map, shipped with its own rules&lt;/h2&gt;
&lt;p&gt;The True Start Location Earth map does more than add a backdrop to Civilization VII: it changes how you choose your civilization. Available since update 1.5.0 on September 15, 2026, it places every people near its historic capital on a hand-drawn Earth. Firaxis built it under two stated constraints, though: Huge size only, and a mandatory start in Antiquity.&lt;/p&gt;
&lt;p&gt;Those two choices decide who will really benefit from the map. They deserve a close look, along with the explanations the team published in its “From the Devs” post.&lt;/p&gt;
&lt;h3 id=&quot;what-150-brings-around-the-map&quot;&gt;What 1.5.0 brings around the map&lt;/h3&gt;
&lt;p&gt;The update also celebrates the franchise’s 35th anniversary. Besides the Earth map, the Terra Incognita and Shuffle maps move to Voronoi generation, which completes the overhaul of the base-game maps. A new diplomatic option lets you pay Influence to stay out of a war when an Ally joins one. That neutrality comes up for renewal every 10 turns on Standard speed.&lt;/p&gt;
&lt;p&gt;On the interface side, a Radial Ruler shows three-tile and six-tile radii around the cursor, handy for placing Settlements or measuring the reach of El Escorial. Plot and Unit tooltips gain information, and game setup now shows which civs you can syncretize with. The Hall of History collection, including Elizabeth I and George Washington, launches the same day.&lt;/p&gt;
&lt;p&gt;A compatibility warning applies: Firaxis recommends starting a new game, because some new effects do not appear on older saves. On Steam, a “legacy” beta branch lets you finish a game in progress on the previous version.&lt;/p&gt;
&lt;h3 id=&quot;how-the-map-places-civilizations&quot;&gt;How the map places civilizations&lt;/h3&gt;
&lt;p&gt;The developers’ stated goal is simple: let players start as any of the game’s roughly 50 civilizations and have a good time, rather than chase absolute accuracy. Their own summary captures the mindset: the map is accurate “mostly”, and, they believe, fun.&lt;/p&gt;
&lt;p&gt;Each civilization starts at the location of its historic capital. Switching civilization at an Age Transition does not move your position, because it is fixed by your starting civ. Triumphs, Victories and game effects work as usual.&lt;/p&gt;
&lt;p&gt;The case of crowded neighbors remains. When two civs would start within 3 tiles of each other, one keeps its spot and the other is shuffled to an unused location on the map. Firaxis specifies that this never happens to the human player in single-player. In multiplayer, the host keeps their spot if two humans clash.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-1.webp&quot; alt=&quot;Civilization 7 — volcanic islands surrounded by ocean on the Earth map&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-1-480w.webp 480w, /images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-1-800w.webp 800w, /images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;huge-only-antiquity-only-firaxiss-reasons&quot;&gt;Huge only, Antiquity only: Firaxis’s reasons&lt;/h3&gt;
&lt;p&gt;The Huge size gives the most room and the best drawing fidelity. The team considered an even larger scale, but it warps games: some regions end up too far apart to interact. Not every device can handle a map that size either, especially late in a game.&lt;/p&gt;
&lt;p&gt;The Antiquity start follows similar logic. The Earth map does not support Advanced Starts, where the player builds a much larger starting empire. On an Earth with historically cramped starts, that would cause too many problems. Firaxis mentions future Earth-specific options, without promising a timeline.&lt;/p&gt;
&lt;p&gt;Hardware coverage is limited too. The map exists on Steam, Epic, Mac, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. It is missing on Switch, PlayStation 4 and Xbox One.&lt;/p&gt;
&lt;h3 id=&quot;three-landmasses-one-ocean-to-cross&quot;&gt;Three landmasses, one ocean to cross&lt;/h3&gt;
&lt;p&gt;The map has three landmasses: the Americas, Africa and Eurasia, and Oceania. They stay Distant Lands to one another, so do not expect to cross the ocean before the Exploration Age. An Oceania start is therefore played in an isolated Antiquity, far from the other civilizations.&lt;/p&gt;
&lt;p&gt;Firaxis reshaped the geography so that this isolation stays playable. The top and bottom of the map were truncated: the northern tundra is shorter and most of the southern ocean is gone. The freed space opens up the central areas, notably around Europe, Persia, China and North America.&lt;/p&gt;
&lt;h3 id=&quot;what-the-map-changes-in-practice&quot;&gt;What the map changes in practice&lt;/h3&gt;
&lt;p&gt;Several island regions, such as Hawaii, Japan and the UK, are the starting point for multiple civs. Firaxis “magnified” them to a much larger scale than the rest of the map. Island nations no longer feel like a permanent challenge run, even though space is still tight.&lt;/p&gt;
&lt;p&gt;Navigable Rivers are new to Civ VII: the Nile, Amazon, Yangtze and Mississippi all appear on the map. The Tropical biome lets South America and India be represented with more precision. An Inca start near the Andes therefore has Tropical, Vegetated and Mountain tiles to work with, while Plains lie much further north.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-2.webp&quot; alt=&quot;Civilization 7 — river winding through golden plains on the Earth map&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-2-480w.webp 480w, /images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-2-800w.webp 800w, /images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Resources are hand-placed and all present in every game: Llamas and Quinine stay in South America, and France keeps a few spots for Wine. Natural Wonders, however, escape that logic. Seven are guaranteed, drawn at random from more than twenty, but they always appear in their real locations: Mount Fuji stays in Japan. Firaxis sees this as a way to stop a start near a fixed wonder from being too strong.&lt;/p&gt;
&lt;h3 id=&quot;choosing-a-civilization-with-its-position-in-mind&quot;&gt;Choosing a civilization with its position in mind&lt;/h3&gt;
&lt;p&gt;On a randomly generated map, the civilization mostly decides the bonuses. On Earth, it also decides where you play, and that position never moves afterwards. The Antiquity starting pick therefore weighs more than usual. A civilization born near a great river benefits from a Navigable River from the very first turns. An island civilization accepts a tighter space, even when magnified.&lt;/p&gt;
&lt;p&gt;The game also ensures that Resources are always the same. A player who knows where the Wine or the Quinine lies can plan routes and expeditions ahead. On paper, the map rewards knowledge of geography as much as empire management, which makes it feel closer to a scenario than to a random playground.&lt;/p&gt;
&lt;h3 id=&quot;the-september-30-hotfix-what-it-fixes&quot;&gt;The September 30 hotfix: what it fixes&lt;/h3&gt;
&lt;p&gt;Fifteen days after 1.5.0, Firaxis shipped a stability hotfix. It fixes crashes, mostly late-game in the Modern Age, lag when using mouse and keyboard at once, and softlocks that stopped turns from advancing in multiplayer. The missing Treasure Resources in the Exploration Age and missing Factory Resources in the Modern Age are addressed too.&lt;/p&gt;
&lt;p&gt;For the latter, the team changes the rule: all Treasure and Factory Resources must now appear in the Age’s random selection. A few Resource issues on the Earth map were also fixed, including a mysterious patch of cocoa in the middle of the ocean.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-3.webp&quot; alt=&quot;Civilization 7 — snowy mountain range crossed by a river&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-3-480w.webp 480w, /images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-3-800w.webp 800w, /images/articles/civilization-7-update-150-true-start-location-earth-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;what-to-watch-from-here&quot;&gt;What to watch from here&lt;/h3&gt;
&lt;p&gt;Firaxis announces one last interim update before it focuses on two big projects. The first is “Arc of Tomorrow”, a free update that adds a fourth Age, the Atomic Age. The second is the paid Earthrise expansion, announced for 2027. Patch cadence will therefore slow down in the coming months.&lt;/p&gt;
&lt;p&gt;For the Earth map, what comes next depends on feedback. The developers mention Earth-specific Advanced Start options, more room guaranteed around starts, or the opposite, more crowded openings. They also consider more hand-built regional maps, and are exploring a map-making tool, with no commitment.&lt;/p&gt;
&lt;p&gt;Try it if you like long, narrative games: the Earth map gives every civilization a real geographic frame. Forget it for now if you mostly play Standard size or Advanced Starts: Earth is not offered to you. The risk is treating it as the reference map when it remains a special mode, reserved for part of the players and platforms.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/civilization-7/&quot;&gt;Our Civilization 7 hub&lt;/a&gt;: every article on the game.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-government-rework-1-4-1-strategic-guide-2026/&quot;&gt;Civilization VII 1.4.1: the government rework&lt;/a&gt;, the happiness and tradition system that structures games.&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category><category>tour-par-tour</category></item><item><title>Civilization 7 Update 1.4.2: Gold, Influence and Reworked Peace Deals</title><link>https://after-strategy.com/en/civilization-7-update-1-4-2-peace-deals-diplomacy-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/civilization-7-update-1-4-2-peace-deals-diplomacy-2026/</guid><description>Civilization 7&apos;s 1.4.2 update lets you trade gold and influence in peace deals, not only cities, and lets you check the map in the middle of a negotiation.</description><pubDate>Sat, 15 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Until 1.4.2, a Civilization VII peace deal could only move settlements: you kept a city or you handed it over, with nothing else to trade. The update released on July 28, 2026 finally puts gold and influence on the negotiating table.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; version 1.5.0, released on September 15, extends this diplomatic work. When an ally goes to war, you can now pay influence to stay neutral without breaking the alliance, with a fresh chance to join the conflict at regular intervals. The peace deal changes described below remain those of 1.4.2.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;peace-deals-that-are-no-longer-only-about-cities&quot;&gt;Peace deals that are no longer only about cities&lt;/h2&gt;
&lt;h3 id=&quot;gold-and-influence-join-the-negotiation&quot;&gt;Gold and influence join the negotiation&lt;/h3&gt;
&lt;p&gt;According to the &lt;a href=&quot;https://store.steampowered.com/news/app/1295660/view/674001285755699834&quot;&gt;Steam patch notes&lt;/a&gt;, you can now offer gold and influence on top of settlements. The amounts are not free. They are set by Age, in fixed steps, and &lt;a href=&quot;https://www.rockpapershotgun.com/civilization-7s-latest-update-adds-more-depth-to-peace-deal-brokerage-and-leader-relations-as-firaxis-gear-up-for-bigger-additions&quot;&gt;Rock Paper Shotgun&lt;/a&gt; notes there is no slider to pick an exact figure.&lt;/p&gt;
&lt;p&gt;Firaxis gives two reasons for that choice. Fixed amounts help manage the economy of war, and they let the AI negotiate better. The studio also promises more work on diplomacy and war, without saying what at this point.&lt;/p&gt;
&lt;p&gt;On paper the gain is clear: a limited conflict can finally end without an annexation. The risk is that the sum on offer stays too modest next to a well-placed city, in which case territorial surrender would remain the default reflex.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-1.webp&quot; alt=&quot;Civilization 7 strategic map with cities and territories where peace negotiations play out&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-1-480w.webp 480w, /images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-1-800w.webp 800w, /images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;checking-the-map-without-losing-the-negotiation&quot;&gt;Checking the map without losing the negotiation&lt;/h3&gt;
&lt;p&gt;The peace screen becomes more colorful and more compact. More importantly, you can set it aside temporarily to look at the map before agreeing to a settlement swap. Before, you had to remember where everything stood before opening the screen.&lt;/p&gt;
&lt;p&gt;It is not a revolution, but that friction weighed on city trades: accepting or refusing a border settlement means seeing the geography.&lt;/p&gt;
&lt;h2 id=&quot;clearer-relationships-between-leaders&quot;&gt;Clearer relationships between leaders&lt;/h2&gt;
&lt;h3 id=&quot;who-started-what&quot;&gt;Who started what&lt;/h3&gt;
&lt;p&gt;The relationship panel now shows which leader triggered an event that changed the relationship. Steam gives the example of whichever of the two started an Endeavor. Agenda notifications also gain detail, and each leader has unique messages when their Agenda shifts the relationship significantly.&lt;/p&gt;
&lt;p&gt;Another concrete tweak: the Reconciliation diplomatic action used to be open only toward a hostile leader. It now works as soon as their attitude drops to unfriendly, so before things get out of hand. For anyone who prefers alliances to conquest, it is the most useful change in the package.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-2.webp&quot; alt=&quot;Civilization 7 diplomacy interface showing relationships between leaders&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-2-480w.webp 480w, /images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-2-800w.webp 800w, /images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;victories-can-be-switched-off-again&quot;&gt;Victories can be switched off again&lt;/h3&gt;
&lt;p&gt;The victory overhaul in Test of Time had forced Firaxis to get the individual settings working again. With 1.4.2 they run once more, and in a way that fits the new structure. You can therefore force a game toward a military or scientific win by ruling out the others. Rock Paper Shotgun gives that very example, useful in custom games and in multiplayer.&lt;/p&gt;
&lt;h2 id=&quot;brush--blade-part-2&quot;&gt;Brush &amp;#x26; Blade, part 2&lt;/h2&gt;
&lt;p&gt;The update ships alongside the second half of the paid Brush &amp;#x26; Blade collection, centered on Korea. It adds the leader Yi Sun-sin and the civilizations Goryeo and Joseon. According to Firaxis, owners of part 1, released with 1.4.1 in June, receive it automatically.&lt;/p&gt;
&lt;p&gt;Goryeo is a cultural and diplomatic civilization whose Apex falls in the Exploration Age, with the Hwacha siege unit. Joseon is cultural and expansionist, with a Modern Age Apex and the turtle ship. The content had been &lt;a href=&quot;/en/civilization-7-brush-blade-phase-2-yi-sun-sin-goryeo-joseon-korea-2026/&quot;&gt;announced in July&lt;/a&gt;, and 1.4.2 makes it available.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-3.webp&quot; alt=&quot;Civilization 7 leader and civilization selection screen&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-3-480w.webp 480w, /images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-3-800w.webp 800w, /images/articles/civilization-7-update-1-4-2-pactes-paix-diplomatie-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch-now&quot;&gt;What to watch now&lt;/h2&gt;
&lt;p&gt;Firaxis describes this update as slightly smaller ahead of bigger additions. Watch closely how much weight the fixed sums carry against a settlement, and how the AI uses them when it negotiates. The studio also promised new ways to keep alliances without joining their wars, which 1.5.0 has since begun to deliver.&lt;/p&gt;
&lt;p&gt;Test it first if you play long games where war shapes every Age. If you care more about internal management, the &lt;a href=&quot;/en/civilization-7-government-rework-1-4-1-strategic-guide-2026/&quot;&gt;government rework in 1.4.1&lt;/a&gt; still speaks to you more.&lt;/p&gt;
&lt;p&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/news/app/1295660/view/674001285755699834&quot;&gt;Steam patch notes&lt;/a&gt;, &lt;a href=&quot;https://www.rockpapershotgun.com/civilization-7s-latest-update-adds-more-depth-to-peace-deal-brokerage-and-leader-relations-as-firaxis-gear-up-for-bigger-additions&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, &lt;a href=&quot;https://steamcommunity.com/games/1295660/announcements/detail/717912016810934956&quot;&gt;Firaxis monthly recap&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/civilization-7/&quot;&gt;Our Civilization 7 hub&lt;/a&gt;: every article on the game.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-government-rework-1-4-1-strategic-guide-2026/&quot;&gt;Civilization VII 1.4.1: Does the Government Overhaul Actually Change Your Strategy?&lt;/a&gt;: the happiness and celebration system.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-brush-blade-phase-2-yi-sun-sin-goryeo-joseon-korea-2026/&quot;&gt;Civilization VII: Yi Sun-sin, Goryeo and Joseon are worth watching&lt;/a&gt;: the announcement of part 2.&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category><category>tour-par-tour</category></item></channel></rss>