Quick Links
If you’re itching to get started with Civilization 7‘s multiplayer, you’ll likely want a quick primer on how it works, including crossplay and overall platform-to-platform functionality. We’ve tested things out on both PC and PS5, and we’re familiar enough with the Xbox and Switch ports to cover those as well.
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This guide should get you and your friends-turned-rivals situated for Civ 7’s fierce multiplayer matches, whether you’re right beside each other or half a world away. There are some key limitations, but all things considered, it’s a good time – once you get the hang of it all, anyway.
As of February 11th, 2025, Firaxis has temporarily disabled crossplay for Civilization 7 as it rolls out a first wave of patches. Since PC is being targeted for these fixes ahead of consoles, there would otherwise be substantial synchronization issues. We’ll update this once things are back to normal.
Joining Or Hosting A Multiplayer Game In Civilization 7
Needless to say, the first thing you’ll want to do if you’re planning on hopping into any online multiplayer session is to select Multiplayer on the game’s main menu. With that out of the way, you’ll be faced with two options:
- Internet, which encompasses most online play
- LAN, which encompasses local online play
If you’re playing on LAN, you’ll need your full squad of friends to hop into this second category, at which point you’ll essentially be faced with a somewhat stripped-down version of the internet version’s screen, which we’ll be covering in greater detail now.
For the Internet setting, you have a few choices as well. Public games can be hopped into at any time, and you’ll see the list of them pop up as soon as you click on the Internet option. Make sure to note any rules that have been established by the host!
To create a game, click the ‘Create Game’ button at the bottom-center of the page here. You can then set things up to your taste; it’s not unlike setting up a new single-player game. Afterward, you’ll see a “Joining Lobby” pop-up; once this has finished loading, click the ‘Show Code’ button at the top-left of the screen.
This will display the code you need to share with friends if you’re planning on playing a private game (as we reckon most folks will be). As soon as your friends have entered it via the ‘Join Code’ on the Internet menu’s screen, they can dive right on in.
If the reverse applies, and you’re the one joining a friend’s game, this is where you’ll enter their code, once they have clicked the ‘Show Code’ button and shared it with you.
Setting Up Crossplay In Civilization 7
If you’re playing on the same platform as your friends, none of this will truly apply; instead, you can simply look at your the Social menu – located at the top-right on the game’s main menu, right beside your own information tab – and they should be there by default.
If you’re planning to plan crossplay, however (and remember, as of this moment, this option is disabled), you’ll have to share each other’s 2K account IDs. Your 2K account ID is the name and number combination that you should be seeing on your information tab whenever you play Civ 7.
Once one of you has added the other, you can proceed in a normal manner, getting things set up to crossplay between PC, PS5, Xbox, and/or Switch players.
Regarding Nintendo Switch
The Switch version of Civilization 7 has some unfortunate caveats. The maximum player count is slightly slimmer – on all other platforms, there is a four-player max during the Antiquity and Exploration Ages, followed by an eight-player max in the Modern Age.
On Nintendo Switch, however, the six-player max becomes four; and the eight-player max further on becomes six instead. Furthermore, map sizes up to Small are supported. This means Standard size will not be available, as well as any future sizes larger than Standard.
We’re mentioning all of this here because if you plan to play multiplayer on Switch, you have to keep this in mind. What’s more, if you’re creating a multiplayer game on a non-Switch platform, but have a friend who is on Switch, you will need to abide by that console’s limitations when making your game.
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