Civilization VII finally gets its Earth map in update 1.5.0
Firaxis has shipped Civilization VII’s 1.5.0 update, adding the long-requested True Start Location Earth map, rebuilt procedural maps and a way to pay Influence to stay out of an ally’s war.

Firaxis has released Civilization VII’s 1.5.0 update, and the headline addition is the map players have been asking for since launch: a hand-crafted True Start Location Earth. It arrives on 15 September, in the same month the studio is marking 35 years of the Civilization franchise.
The Earth map is real, and it is enormous
True Start Location Earth is built exclusively on the Huge map scale to leave room for a planet’s worth of terrain. Rivers, resources and Natural Wonders sit where they should, and every campaign starts in Antiquity with your opening Settler placed near the historic capital of whichever civilisation you picked. The Nile and Amazon are Navigable Rivers for the first time in a Civ game, and each map rolls seven Natural Wonders from a randomised pool.
Firaxis has trimmed tundra and empty ocean to give those starts breathing room, and enlarged Europe, Hawaii and Japan so island beginnings are not automatically a punishment run. There is one catch worth checking before you buy: the map is available on Steam, Epic, Mac, PlayStation 5, Xbox Series X|S and Nintendo Switch 2, but not on the original Switch, PlayStation 4 or Xbox One.
Shuffle and Terra Incognita maps get a rethink
The other map news is quieter but affects every game you start. Shuffle and Terra Incognita have been rebuilt on the same Voronoi-based generation used elsewhere in the game. Shuffle now splits the world into two regions, each built from a different map script — Continents, Fractal Continents, Archipelago or Shattered Seas — so one half of your planet can behave nothing like the other. Terra Incognita does the same but guarantees one region is a Continents-style landmass, and puts human players there when it can. With those two finished, Firaxis says every base-game map has now been through the new generator.
You can now pay to stay out of your ally’s war
The update also changes diplomacy in a way that will be felt most in multiplayer. When an ally goes to war, you can now spend Influence to stay neutral and keep the alliance intact, with the payment going to your ally. Every ten turns on Standard speed you get the choice again: join the fighting or pay to stay out of it. The single exception is two of your own allies going to war with each other, where neutrality is not an option. Firaxis describes the change as targeted rather than sweeping, and says it is still measuring how much it shifts the outcome of full games.
Radial Ruler and a content collection
Smaller quality-of-life work fills out the patch. A new Radial Ruler overlays three-tile and six-tile radii around the highlighted plot, which saves counting hexes when you are placing Settlements, chasing El Escorial’s bonus or lining up Gaulish settlement spacing. Plot tooltips now flag whether a tile is part of an island and show appeal, unit tooltips expose base combat strength and movement, and the setup screen lists which civilisations you can syncretise with outside your Apex Age.
Launching alongside the patch is the Hall of History content collection, which is being released in full rather than piece by piece, and adds Elizabeth I and George Washington as leaders. Firaxis also says its patch cadence will slow while the team finishes the free Arc of Tomorrow update, which brings the game’s fourth age, and the paid Earthrise expansion. Both are slated for 2027, with one more interim update promised before then.
Our opinion
The Earth map is the sort of feature that reads as fan service until you play it, and Firaxis has clearly treated it as a design problem rather than a texture swap. Enlarging Hawaii and Japan so island starts are survivable, and turning the Nile and Amazon into navigable rivers, are the decisions of a team that has actually played its own map. Paying Influence to sit out an ally’s war is the more interesting experiment, because it finally prices something the series has always given away for free. An alliance that never forces your hand was not much of an alliance, and a war you can buy your way out of asks a question every Civ player has to answer eventually: what is your integrity worth in gold per turn?