About This Game
Originally created by legendary game designer Sid Meier, Civilization is a turn-based strategy game in which you attempt to build an empire to stand the test of time. Become Ruler of the World by establishing and leading a civilization from the Stone Age to the Information Age. Wage war, conduct diplomacy, advance your culture, and go head-to-head with history’s greatest leaders as you attempt to build the greatest civilization the world has ever known.
Civilization VI offers new ways to engage with your world: cities now physically expand across the map, active research in technology and culture unlocks new potential, and competing leaders will pursue their own agendas based on their historical traits as you race for one of five ways to achieve victory in the game.
EXPANSIVE EMPIRES:
See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.
ACTIVE RESEARCH:
Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.
DYNAMIC DIPLOMACY:
Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.
COMBINED ARMS:
Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.
ENHANCED MULTIPLAYER:
In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.
A CIV FOR ALL PLAYERS:
Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems introduce new players to the underlying concepts so they can easily get started.
“We want players to adjust and think on their feet in Civ VI. We didn’t want there to be a standard playbook or recipe on how to get through it, from tech tree to policy,” Beach adds. “We always saw discussions about dominant strategies, like, 'Get the Great Library and go into these policy trees and build this way.' We built a game with so many options, but so much of the community is playing it this same way with the same pattern, and we want to shake that up and adjust to the map and leaders they are faced with to come up with other solutions, to rethink their strategic approaches every time they play the game.”
The team laid out the plan for three key core mechanics changes that will drive more dynamic gameplay in Civilization VI.
The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.
“For instance, let’s take the science district,” Beach says. “This is a prerequisite to building science buildings. What’s going to happen is that the exact tile you choose to place that district will be an important decision, as scientists will work better in different tiles. So tiles with more lifeforms like rain forests or something on a mountain to observe the stars would be more valuable. We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”
The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.
“Let’s take masonry. In order to do masonry well you need the type of materials to put together for walls or pyramids or whatever,” Beach says. “So if you’re in the middle of a grassland and there’s no stone around, it’s going to be tough for you to be really good at masonry. So if you can find a resource like that, like a quarry, as soon as it’s up and operational, we unlock a boost toward masonry, which will give you 50 percent of the cost for that technology. Similarly, this will work for say maritime technology for setting up on the coast. If you’re on the coast putting in the time on those areas, you’re now getting bonuses for those technologies. That part of the tech tree will naturally unlock for you as a result of the boost.”
“A lot of it is based on the map and what’s around you,” Darney says. “So it changes each game.”
Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.
“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."
Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
http://www.gameinformer.com/b/features/archive/2016/05/11/civilization-vi-coming-october-21-big-changes-to-core-gameplay.aspxThis sounds awesome.Quote“We want players to adjust and think on their feet in Civ VI. We didn’t want there to be a standard playbook or recipe on how to get through it, from tech tree to policy,” Beach adds. “We always saw discussions about dominant strategies, like, 'Get the Great Library and go into these policy trees and build this way.' We built a game with so many options, but so much of the community is playing it this same way with the same pattern, and we want to shake that up and adjust to the map and leaders they are faced with to come up with other solutions, to rethink their strategic approaches every time they play the game.”
The team laid out the plan for three key core mechanics changes that will drive more dynamic gameplay in Civilization VI.
The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.
“For instance, let’s take the science district,” Beach says. “This is a prerequisite to building science buildings. What’s going to happen is that the exact tile you choose to place that district will be an important decision, as scientists will work better in different tiles. So tiles with more lifeforms like rain forests or something on a mountain to observe the stars would be more valuable. We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”
The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.
“Let’s take masonry. In order to do masonry well you need the type of materials to put together for walls or pyramids or whatever,” Beach says. “So if you’re in the middle of a grassland and there’s no stone around, it’s going to be tough for you to be really good at masonry. So if you can find a resource like that, like a quarry, as soon as it’s up and operational, we unlock a boost toward masonry, which will give you 50 percent of the cost for that technology. Similarly, this will work for say maritime technology for setting up on the coast. If you’re on the coast putting in the time on those areas, you’re now getting bonuses for those technologies. That part of the tech tree will naturally unlock for you as a result of the boost.”
“A lot of it is based on the map and what’s around you,” Darney says. “So it changes each game.”
Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.
“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."
Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
They need to invest in the Aesthetics technology. There's no excuse for having bad art.
Second BE expansion when...? :'( (https://i.imgur.com/MKy6wMD.png)
waste of resources and everyone's time
who cares about aesthetics when the sex feels this good tho
Visual style is kinda off-putting. It looks like Civ Revolution.
Visual style is kinda off-putting. It looks like Civ Revolution.
...This is a bad thing? Civ Rev 1 was great. Sure, it wasn't as deep as the PC Civilizations but as far as what they were going for it worked amazingly. You're not coming to Civ for melt-your-PC graphics, anyway.
Looks like a cross between Warcraft 3 (Barf) and Age of Empires.
Oh god no.
This must be what recovering meth addicts feel like when their dealer comes back to town.
http://www.pcgamer.com/new-looks-and-classic-gameplay-60-turns-of-civilization-6/Finally! I'll have my own fucking Alaska!
i found this interestingQuote"One thing I think is the best for people who love to min-max, is as a culture player you no longer have to worry about that small [city]. With local happiness you can go as wide as you want. You can build that crappy little city up in the tundra just to get that iron, and they're going to be kind of unhappy, they're going to be displeased, but you can do that because it's not going to affect your entire empire, it's just going to be that city that's unhappy."
:ohhh
>Start playing at 9 PM
>Look at clock
>3 AM
Happened to me in Civ 5 more times than I care to admit.
Make the $48 price come back
Multiple leaders :rejoice
PRELOAD IS UP BOIS
3.9gb
no wonder it looks like app store trash.
http://www.pcgamer.com/civilization-6-review/
OMG let me play already.
Just sitting in a dark room watching a clock right now.
what's a good civ game to pick up and play as a newbie to the series?
huge map seems a bit smallhuge hasn't really felt huge since beyond the sword
uh, I booted up IV and I'm confused as fuck
I was trying to spread the good word of Jesus to the unrefined savages when Gandhi has a dozen apostates standing outside a city I was trying to convert. :maf
The AI is pretty fucking dumb (at least on Warlord). Victoria had over a dozen units stations at my borders that were from the ancient and classical era while I'm in the modern era (and she's in the industrial era ???)what's a good civ game to pick up and play as a newbie to the series?
Honestly the Civ Revolution games are probably the best for someone brand new to the series. They have the same framework as the main games, but streamline a lot of mechanics so you don't get overwhelmed. The original is on PS3 and 360 and there is a sequel on mobile, but I have no clue how good it is.
Was doing awesome with 5 cities at turn 60, then 2 fucking AIs declare surprise wars on me even though I have a bigger army than either of them :(
Pretty sure this game is lost
I honestly don't know how to make the AIs happy other than the ones that like to be cuckled.:leon
A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.
This update adds DirectX 12[en.wikipedia.org] support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards; please make sure your drivers are up-to-date. Support has also been added for Logitech ARX[gaming.logitech.com]. For more information on each of these, please click their respective link.
Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.
Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums[forums.2k.com] or here on Steam. Stay civilized!
[NEW]
• Maps
- Added a balanced six player map.
- Added a balanced four player map.
• ‘Cavalry and Cannonades’ Scenario Added
- Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
- Larger starting army and additional starting techs.
- Time limit: 50 turns.
- Goal: Possess the largest territory.
• DX12 Support
• Complete Logitech ARX Support
[GAMEPLAY UPDATES]
• Added additional notifications.
• Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
• Added additional Hotkey support (next unit, next city).
• Added the ability to rename cities.
• Added UI to show the next tile a city will grow to.
• Added a visual cue for Barbarian Scouts that are alerted to your city.
• Changed Dan Quayle rankings.
[BALANCE CHANGES]
• Added prerequisite project (Manhattan Project) for Operation Ivy.
• Added Metal Casting as a prerequisite for Economics tech.
• Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
• Adjusted relationship decay rates.
• Reduced the effectiveness of cavalry production policies.
• Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
• Reduced border incursion warnings if the troops are within their own borders.
• Increased the number of Great Works of Writing slots in the Amphitheater to 2.
• Increased Counterspy operation time.
• Increased the cost of Religious units and applied additional charges.
• Units may no longer be deleted when they are damaged.
• Deleting a unit no longer provides gold.
• Updated Island Plates map to have more hills and mountains.
• Units may no longer remove features from tiles that are not owned by that player.
• Fallout now prevents resource harvesting.
• Barbarian camps must spawn further away from low-difficulty players’ cities.
[AI TUNING]
• Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
• Adjusted AI understanding of declared friendship.
• Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
• Increased AI competitiveness in building a more advanced military.
• Increased AI usage of Inquisitors. Especially Phillip.
• Increased AI value of upgrading units.
• Increased AI use of Settler escorts.
• Tuned AI usage of units that cannot move and shoot, like Catapults.
• Tuned AI city and unit build planning.
• Improved the ability of city-states to maintain a strong military.
[BUG FIXES]
• Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
• Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
• Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
• Fixed a unit cycling error with formations.
• Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
• Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
• Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
• Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
• Fixed an issue where the Settler lens would not always show the right information to the player.
• Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
• Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
• Fixed some crashes with units.
• Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
• Fixed an issue where Trade Route yields were doubling in some instances.
• Units in formations now break formation before teleporting between cities.
• The achievement ‘For Queen and Country’ was unlocking too frequently.
• AI with neutral relationships should accept delegations barring exceptional circumstances.
• Can no longer declare a Joint War if it is invalid for either party.
• Save game files should no longer be case sensitive.
• Certain wonders were sending extra notifications.
• Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
• Liberating a civilization back to life will now bring them back into the game properly.
• Observation Balloon range bonus was being incorrectly applied when stacked.
• Text and grammar fixes.
[VISUALS]
• Buildings on snow will now have snow on them.
• Added an Industrial Barbarian Encampment.
• Added a ranger tower to National Parks.
• Fixed some issues with buildings not culling around other world items properly.
• Fixed an issue with some Districts not showing properly.
• Miscellaneous polish applied to multiple improvements, districts, and buildings.
[MULTIPLAYER]
• Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
• Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
• Cap the max players to 12.
• Added LAN player name option to options screen.
[UI]
• Added the number of specialists working a tile.
• Added some additional icons for espionage, promotions, etc.
• Added additional Civilopedia shortcuts, including right clicking a unit portrait.
• Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
• Added Trade Route yields to the Reports screen.
• Added City Center to the City Breakdown panel.
• Added rewards and consequences to mission completed popups.
• Updated the leader-chooser when beginning a new game.
• Updated the end game Victory screen.
• Updated the multiplayer staging room.
• Updated city banners.
• Updated Espionage mission chooser flow.
• Updated to display what cities are getting amenities from each resource.
• Changed resource icon backings to reflect the type of resource it is.
• Auto-scroll to the first Great Person that can be claimed.
• Improved search functionality in the Civilopedia.
• Removed Barbarian data from player replay graphs.
• ESC now closes the Tech, Civic, and Eureka popups.
• When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.
[AUDIO]
• Added some missing mouseover sounds.
• Fixed the Oracle quote.
• Fixed an issue where the Advisor voice was not playing in some languages.
• Fixed compatibility issues with some sound cards, especially those set to high playback rates.
[MISC]
• Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
• Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
• Plot Tooltip Delay is now available in the Options menu.
• Auto Cycle Units is now available in the Options menu.
• Benchmark updates.
• Credits updated.
Kamala 3 minutes ago
"Adjusted AI understanding of declared friendship." Such a sad out of context statement
Increased AI usage of Inquisitors. Especially Phillip.
It feels like building tall isn't encouraged in this game and I miss it :(((on the other hand, building wide is back in a big way and it feels great
Put a unit to sleep until they spot an enemy unit
IT'S SO GOOD.
Glad I got the Digital Deluxe as part of GMG winter sale.
man, there is such a fine line between having enough cities/districts and no chance at any victory you can see what feels like a hundred turns in advance compared to earlier civ games
especially if you get landblocked early on
also, i'm pretty sure there's only one correct path of governments just like in civ ii and civ iv unless you're really doing something specific
Multiplayer teams and mod tools have been two of the community’s most-requested features, and we’re happy to bring them to Civilization VI. Steam Workshop will allow you to browse, add, and subscribe to mods more easily, and the other tools will make it easier for artists and modders to change the game. And in multiplayer you can team up with your friends to conquer the world together against AI or human opponents.
There are also balance changes and bug fixes in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. Please check out the complete list of changes below:
[NEW]
TEAMS:
Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance), as follows:
When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic.
Teammates share war status against opponents not on their team.
Teammates share allied status with opponents not on their team.
Teammates work together to win or lose the game as a single entity. The Religion and Culture Victories have been reworked so they are more cooperative.
The Religion Victory requires you to convert all civs to ONE of the religions started by your team.
The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team.
MODDING TOOLS
Updated lobby and in-game UI to better show Additional Content details.
Added Sid Meier’s Civilization VI Development Tools, which includes ModBuddy, Tools, FireTuner, and the Steam Workshop Uploader.
ModBuddy: A packaging and development tool.
Art/Asset Tools: Import FBX files into a format usable by the game, as well as customize existing art.
FireTuner: In-game debugging and editing tool.
Added Sid Meier’s Civiliation VI Development Assets, which includes the game art assets. This is a large download (approximately 7GB compressed download and 27GB on disk) which contains game assets, including models, textures, and interface elements.
STEAM WORKSHOP
Access mods created by the Steam community via Steam Workshop
Share your mods with the Steam community with the Steam Workshop uploader.
ModBuddy will also receive additional updates in the future, as part of a modding SDK update later. These tools do not include DLL source for Civilization VI at this time.
[MISC]
Added True Start Location feature, where civs start on the world map at their geographic origin.
Added a City-State slider to game setup.
[BALANCE CHANGES]
Start position and map generation has been tuned.
Updated ice generation to allow more for circumnavigation.
Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total).
Units that are embarked now use an era-based strength value instead of their base combat value.
Many of the techs that reveal strategic resources have been changed to reveal the resource before it is needed to build a resource-dependent unit.
Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit.
Tech Tree balance. Adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early.
Horseback Riding now requires Archery. Archery is no longer a leaf tech.
Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300).
Industrialization now requires Square Rigging.
Scientific Theory now requires Banking.
Steel now requires Rifling.
Computers now requires Radio.
Updated the cost and strength of some Air units.
Change movement rules after disembarkation. Cannot land on shore with more movement than your Land Movement allowance.
Updated Vikings Scenario to 60 turns.
[AI TUNING]
Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.
Increased desire to declare friendship.
Reduced frequency of “your troops are on my border“ warning.
Updated settlement preferences.
Barbarians now rampage when their camp is destroyed.
Will now liberate minor civs and cities of current allies.
Tuned strategic and luxury resource trading.
Will now be more aware of gold income, and work to bring in more.
Support units will recognize that they are not under threat if they share a hex with a friendly unit.
Added a grace period of 2 turns after the end of open borders before the AI starts complaining you're too close to their territory.
Barbarians may now pillage tiles to heal.
AI will now continue to research repeatable techs and civics.
[BUG FIXES]
Kongo relics no longer get multiplied Faith yields if more than one is in the same building
Fixed some bugs with Great People not interacting correctly with Vikings natural wonders.
Sumeria will no longer share joint war experience with a player when killing barbarians.
Corrected tourism calculation from National Parks to ensure correct awarding.
Fixed an issue where you could sometimes not offer Joint War.
Spies will not have the Steal Tech mission available when you have already completed all techs.
City States gain territory for influence even if they get the influence before founding their city.
When a player is destroyed, his captured spies die with him.
All of your active spy missions stop in a city that you or an ally has just captured.
Fixed problem in tactical combat that was preventing units from capturing builders
You are no longer allowed to declare war on declared friends (or in an enforced peace period) from the "troops near me" warning.
Increased Jet Fighter and Jet Bomber sight range (up from 2 to 5).
Additional bug fixes.
[VISUALS]
Added snow environmental VFX.
Added sand environmental VFX.
[MULTIPLAYER]
Added “Turn Unready” button.
[UI]
Added more bindable keys (Toggle Resource Icons, Toggle Tourism Lens, Alert action).
Added a notification for when a player loses territory to a culture bomb.
[AUDIO]
Adding some missing UI sounds.
VIKINGS DLC:
Added VO, and updated quotes, for three Natural Wonders.
Added VO to Natural Wonders while in the scenario.
[MISC]
Credits updated.
Fixed some missing ARX images.
Updating game concepts for City-States, Trade Routes, and Great People. Explained some things that were not there before (ex. Patronage, gold income for foreign routes passing through city), as well as some clarifications.
[AI TUNING]
Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.
Reduced frequency of “your troops are on my border“ warning.
Increased desire to declare friendship.
This update for Civilization VI, available now for PC players and coming soon for Mac and Linux, includes a number of balance changes, AI adjustments, multiplayer changes, and bug fixes.
The Harbor balance change, included in this patch, will bring the strength of the various districts in line with each other. In addition, there are now added nuances to the warmonger penalties so they only hit with their full strength if you are truly wresting valuable cities from your opponents.
A complete list of changes in the Spring 2017 Update is below:
[BALANCE CHANGES]
• Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
• Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
• Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
• Added “Future Civic” to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
• Bomber units are now more effective against cities.
• Swordsman are now reduced to 36 combat strength.
• Damages now remain on City and Encampments when a city is traded.
• Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
• Adjusted Warmonger penalties for Diplomatic status:
o When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
-20% warmongering if this is against a player you have denounced
-40% warmongering if this is against a player you are at war with
o NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
o EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
• Adjusted Warmonger penalties for City Population:
o When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
If the city’s population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city’s population is below the average.
o EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.
[AI TUNING]
• Improved coordination for multiple attacking units.
• Ranged units better understand how to capture civilian units.
• AI should now generally accept embassies when neutral, and reject when unfriendly.
• When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
• Increased AI’s desire to repair pillaged Districts and Buildings.
• Minor civs will no longer go after policies that give them extra influence they can never use.
• Made it easier to meet the positive side of the environmentalist agenda
• AI will now build multiple Neighborhoods.
[BUG FIXES]
• The Great Works tooltip in the deal now shows extended information.
• Melee units can no longer attack embarked units.
• Pillaged improvements no longer provide Pantheon bonuses.
• Fixed double-counting of Appeal from Improvements.
• Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
• John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.
• Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
• The World Tracker now keeps its open/closed state between turns.
• Additional bug fixes.
[MULTIPLAYER]
• Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
• Expanded internet games list to show results from additional regions
• Games list was frequently not showing all available games due to UI bug.
[MISC]
• Added more civs to the True Start Location Earth map.
• Separated war/peace notifications into major civs vs. city-state.
• Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
• Added "special ability" stars to techs and civics that unlock new functionality.
• Added invasion warnings to Poland scenario
• Added new Capabilities data base table to disable select game systems for scenarios and mods.
• ARX functionality updates for scenarios.
• Added text labels differentiating Official and Community content in the Lobby screen.
[ADDITONAL CONTENT]
• In Game
o Fixed issues in the Additional Content menu with mods that contained very long strings.
o The "ImportFiles" modding action now works as a Frontend action.
o The "UpdateIcons" action now supports SQL files in addition to XML files.
o Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
o Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
o The localization database is now written out to the cache folder.
• Development Tools
o The SDK launcher will now close after the user has clicked on an application to launch.
o ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
o Added SQL syntax coloring to ModBuddy.
Increased AI’s desire to repair pillaged Districts and Buildings.i noticed this a couple weeks ago, one civ had like all their districts around their two largest cities pillaged after some war it had and it stayed that way until the game was over :lol
So that tweak to make the AI's stop being total assholes 100% of the time has improved things, but it's almost too far in the other direction, everyone wants to be your friend immediately and I've gotten more alliance offers in two games than I ever received in all of Civ V.
But it's hasn't stopped the weird surprise and disastrous wars early on for the AI if you fall back and turtle with city defenses plus archers or whatever because they only have like six units in total. Even if they've just declared your friendship.
The Fall 2017 update for Civilization VI is available now for PC players and coming soon for Mac and Linux. Just one of the big changes here: Religion has been overhauled. Religion gets fleshed out with new beliefs, new religious units, two new Pantheons, along with new Founder, Follower, Enhancer, and Worship Beliefs. These beliefs unlock the ability to build two new buildings as well as a new combat unit, the Warrior Monk. Finally, the Religion Lens has been overhauled to improve overall usability and readability. Beyond religion, there’s a number of other changes in store. For more details, see the complete list below:
[RELIGION UPDATE]
Overhauled “Religion Lens”
All religious units move on their own layer (similar to Trade Units and Spies)
Switched to unique unit flag backing for religious units
Display religion (if applicable) for a unit to be purchased with Faith
Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
Added Religion indicators to unit flags
Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
Added the Guru religious support unit, which can heal nearby religious units
Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
Adding religious pressure to both ends of a trade route:
Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
Added 8 new Relics
[UI ENHANCEMENTS]
Updated Diplomacy screens to improve readability and usability
Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
New medallion style art for Great People
Capital icons now appear on city banners in espionage chooser menu
Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
Changed sort order for gossip so most recent messages are shown first
Ensure plot tooltips show up after mousing over 2D icons in same plot
Trade route chooser now sorts routes when filtered by a yield
Lots of changes to make assorted UI screens more moddable/extensible
[AI TUNING]
Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
AI will attempt to re-convert its holy cities
AI will no longer commit to battles they cannot win
Improve AI city and district placement
Improved AI’s valuation of great works
Improved Scout’s drive to explore Tribal Villages
Improved siege attacks
Adjusted religious strategies, preventing large hordes of units going to the same, distant city
New AI support for Religious Heal and Condemn Heretic actions
Improve AI use of Inquisitors
Money Grubber agenda is no longer as sensitive to fluctuations in income
[MULTIPLAYER]
Ongoing stability improvements
[BALANCE CHANGES]
Removed some of the least useful Gossip messages to improve signal to noise:
Buildings constructed if from 2 eras earlier than the constructing player's current era
Civic cultivated if from 1 era earlier than developing player's current era
Influenced city-state if not tied or higher than all other players
Land unit promoted if only to Level 2
Naval unit promoted if only to Level 2
Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
Tech researched if from 1 era earlier than researching player's current era
Move +1 embark speed from Cartography to Square Rigging
Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
Add Guilds as a prereq for Humanism so you have Theater Square before Museums
Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability
[BUG FIXES]
AI will now recruit Great People when they take control of a human's game in MP
Fixed an issue where AI would trade invalid items
Fixed issues where AI appears to refuse their own deal proposals
Corrected an error that made the AI very unlikely to agree to alliances
Added missing description text for Broadway (+20% Culture for the city)
Fixed Colonial Taxes to be the listed 25% boost
Fix player being able to make peace with city states while at war with the suzerain
Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
Fixed the Hanging Gardens not granting Appeal
Archery tech boost earned by a Slinger on defense
Unique districts don’t count twice for Mathematics tech boost
Fix Housing from Monarchy to properly be +1 for each level of Wall
Culture Bombs can no longer steal National Park tiles
Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
Captured spies are immediately returned when a player is defeated
Gold costs of delegations is correct at all game speeds
Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
Embarked combat units can no longer capture enemy embarked civilians
Additional bug fixes
[MISC]
Changed Jakarta City-State to Bandar Brunei
Added Motion Blur to leaders
AI will no longer commit to battles they cannot winbecause setting up a hermit defense gauntlet that they would just endlessly smash into one or two units at a time like idiots until they ran out of units and then buying myself an actual army to sweep through half their territory until they'd give me all their great works in exchange for peace was my go-to war strategy :lol
In Gathering Storm, the second expansion to Civilization VI, the world around you is more alive than ever before.
Chart a path to victory for your people by developing new advanced technologies and engineering projects and negotiating with the global community in the World Congress on critical issues.
The choices you make in the game will influence the world ecosystem and could impact the future of the entire planet. Natural disasters like floods, storms, and volcanoes can pillage or destroy your Improvements and Districts – but they may also refresh and enrich the lands after they pass.
In addition to these new systems, Civilization VI: Gathering Storm introduces eight new civilizations and nine new leaders. Seven new world wonders can be constructed, as well as a variety of new units, districts, buildings, and improvements.
ENVIRONMENTAL EFFECTS
Volcanoes, storms (blizzards, sand storms, tornados, hurricanes), climate change, floods, and droughts.
POWER AND CONSUMABLE RESOURCES
Strategic resources play an additional role in Gathering Storm. These resources are now consumed in power plants to generate electricity for your cities. Initially you’ll be powering your most advanced buildings by burning carbon-based resources like Coal and Oil, but renewable energy sources also unlock as you progress to current-day technologies. Your choices about resource usage will directly affect the world’s temperature and can cause melting ice caps and rising sea levels.
ENGINEERING PROJECTS
Shape the world around your empire to overcome unfavorable land conditions by making improvements like canals, dams, tunnels and railroads. When settling cities, consider the flood risk to coastal lowland areas, but keep in mind that in the late-game, new technologies like Flood Barriers can be used to protect these tiles.
WORLD CONGRESS
Make your voice heard among the other leaders of the world. Earn Diplomatic Favor through Alliances, influencing city-states, competing in World Games, and more. Use Diplomatic Favor to extract promises from other leaders, vote on Resolutions, call a Special Session to address an emergency, and increase the weight of your votes in your quest to achieve the new Diplomatic Victory.
21st CENTURY TECHNOLOGIES & CIVICS
A new era has been added to the Technology and Civics trees. Combat new environmental effects with speculative ideas such as relocating your population out to seasteads and developing technologies to recapture carbon emissions.
NEW LEADERS AND CIVS
Nine new leaders from eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of nine unique units, four unique buildings, three unique improvements, two unique districts and one unique governor.
NEW SCENARIOS
The Black Death: The Black Death ravaged Europe and western Asia in the mid-14th century, killing a greater share of the population than any other event in world history. The pandemic killed millions, ruined economies, upended political dynasties and transformed the face of the Western world. Your task is to lead your nation through the calamity: keep your population alive, your economy strong, and your faith unshaken amidst a world of terror and desperation.
War Machine: At the outset of WWI, the German Imperial Army had a daring plan: invade neutral Belgium and then rush the French heartland before they could mobilize to resist. If successful, the German forces would capture Paris within a month and end their resistance forever. In counter, the French command prepared Plan 17, an all-out onslaught designed to meet and stop a German offensive. When war was declared, both armies swung into motion and set up one of the most incredible and shocking military campaigns in world history. In this multiplayer scenario, players take the side of one of these two great powers at this same precipice. As Germany, your task is to capture Paris. As France, your task is to prevent its capture. The clock is ticking, and the enemy is moving. Advance!
MORE NEW CONTENT
Seven new world wonders, seven natural wonders, 18 new units, 15 new improvements, 9 new buildings, 5 new districts, 2 new city sets, 9 new techs and 10 new civics have been added.
IMPROVED GAMEPLAY SYSTEMS
The Espionage system has been enhanced with new options, the Culture and Science Victories have been updated, new Historic Moments have been added, and additional improvements have been made to other existing systems.
Is Civ VI good yet?
On the other side, we’ve replaced the Warmonger score with Grievances. This acts as a tug-of-war between a pair of players – if you’ve ever been at the receiving end of a surprise attack and retaliated by taking a few cities, I think you’ll appreciate how this system has been updated. The other leaders are now likely to feel that such a countermove was entirely appropriate.
Is Civ VI good yet?It's been good since release and only gotten better? :huh
So do I wait to buy VI, Rise and Fall and this until it’s out or buy VI and Rise and Fall for $35 on the Humble Store before their Fall Sale ends?Even if you didn't want to play it until Gathering Storm, it'd still be cheaper to buy VI+RAF at their cheapest, then GS at full price when it comes out than pay full price for everything later.
Which brings us to something we know many fans are excited about - the addition of the Canal district. This is something we’ve seen asked for again and again, and we are excited to bring it to fruition in this expansion. There are actually three parts to this. First, we have taken our player’s existing use of cities on one-tile wide isthmuses (what our fans call “canal cities”) and officially recognized these features with the art on the map (which shows a navigable channel through these cities). The second part is the introduction of the Canal district. It’s another tile that provides navigation and since it can connect into cities you can actually use two of them around a city center to create a 3-tile wide path between bodies of water. But why stop there? Here on the Civilization VI team we have heard about “a man, a plan, a canal, Panama” so we felt it was pretty imperative to have a Panama Canal wonder. There’s an achievement in Gathering Storm for creating a full 7-tile navigable path using Canal districts, cities, and this wonder together.
The design team was able to do something a little bit different in Gathering Storm, and added a new era of techs and civics including some speculative technologies. As we cannot predict the future, we decided that there would be no single path through this era, but instead these new branches of the trees would have a bit of randomization to them. I’m not ready to provide specifics just yet, but I can confirm that yes, we do have some new items unlocking in these late eras that spice up the present Science, Culture, and Domination Victories in fun new directions.
We’ve always had Floodplains in the game, but I always found it disappointing that they were completely static. No longer! We’ve enlarged the floodable areas to include flat Grasslands and Plains tiles next to Rivers so these valleys can offer the potential of incredibly high yields. So you’ll still want to settle there -- but now doing so comes with real risk. Periodically each of these rivers will flood, damaging structures throughout the floodable tiles. But don’t worry, there’s an upside! First, you can mitigate the effects with our new Dam district. And once you’ve rebuilt, the flood will have enhanced a number of those tiles with rich, fertile soil. I love the way this works out: throughout history civilizations have risen and flourished in dangerous places, like near volcanoes and in river valleys.
Is Civ VI good yet?It's been good since release and only gotten better? :huhSo do I wait to buy VI, Rise and Fall and this until it’s out or buy VI and Rise and Fall for $35 on the Humble Store before their Fall Sale ends?Even if you didn't want to play it until Gathering Storm, it'd still be cheaper to buy VI+RAF at their cheapest, then GS at full price when it comes out than pay full price for everything later.
which brings me back around to the deterministic part of Civ VI, that pilon accurately noted...I mostly hate it when I realize I can't win the game, but I'm also realizing that there are many games where my win is all but locked in, it's just a matter of the turns going by so I accrue enough tourism or unlock the space race stuff
Also, funnier is that the polar ice on the map doesn't actually melt even as the game reports how much it's melting. It's still there impassable as always. :lol
Continue your quest to build your greatest empire with the Civilization VI - New Frontier Pass, featuring eight new civilizations and nine new leaders, and a variety of new gameplay content, including six new game modes. Delivering six DLC packs on a bimonthly basis from May 2020 to March 2021, the New Frontier Pass includes:
Pack #1: Maya & Gran Colombia Pack
Adds two new civilizations and leaders, one new game mode*, new City States, Resources, and Natural Wonders. Available May 2020.
Pack #2: Ethiopia Pack
Adds one new civilization and leader, one new game mode**, one new District and two new Buildings. Available July 2020.
Pack #3:
Adds two new civilizations and leaders, one new game mode**, new World Wonders, and one new map. Available September 2020.
Pack #4:
Adds one new civilization and leader, one new game mode, new City States, and numerous new Great People. Available November 2020.
Pack #5:
Adds one new civilization and two new leaders***, one new game mode, a new District, and two new Buildings. Available January 2021.
Pack #6:
Adds one new civilization and leader, one new game mode, new World Wonders, and one new map. Available March 2021.
*New game mode requires the Gathering Storm expansion to play.
**New game mode requires either the Rise and Fall or Gathering Storm expansions to play.
***New leader requires Rise and Fall expansion to play.
Game modes can include additional content such as new units, buildings, or improvements and can be turned on or off during game setup to apply significant and dramatic changes to the rules of the game.
Exclusive bonus: Teddy Roosevelt and Catherine De Medici Persona Packs. Each Persona Pack contains a brand-new take on a favorite leader, with a new leader model and background, new gameplay bonuses, and an updated agenda that reflect the changes to the leader’s personality. The Persona Packs are available exclusively to owners of the New Frontier Pass and will be delivered with the second add-on pack.
The Maya & Gran Colombia Pack introduces Lady Six Sky as the leader of the Maya and Simón Bolívar as the leader of Gran Colombia. The Maya can build prosperous city centers early in the game, supported by surrounding Farms and Plantations and protected by their unique Hul’che. Gran Colombia focuses on fast armies boosted by Simón Bolívar’s powerful Comandante Generals.$40, will wait for a sale obv
FEATURES
Includes the Maya civilization with Lady Six Sky, the Hul’che unique unit, and the Observatory unique district.
Civ Unique Ability: The “Mayab” ability gives Maya housing and gold bonuses from Farms, and Amenity bonus for Luxury resources adjacent to the City Center. Settling adjacent to Coasts or Fresh Water does not provide housing bonuses.
Leader Unique Ability: Lady Six Sky’s “Ix Mutal Ajaw” ability lets the Maya gain yield bonuses to non-capital cities, and a combat bonus to units, within six tiles of the capital.
Unique Unit: The Hul’che, a stronger replacement for the Archer and receives bonus combat strength when attacking wounded units.
Unique District: The Observatory replaces the Campus and adds a minor adjacency bonus with Farms and a major adjacency bonus with Plantations.
Also includes the Gran Colombia civilization with Simón Bolívar, the Llanero and Comandante General unique units, and the Hacienda unique improvement.
Civ Unique Ability: With the “Ejercito Patriota” ability, Gran Colombia receives a movement bonus to all units, and promoting a unit does not end the unit’s turn.
Leader Unique Ability: Simón Bolívar has the “Campana Admirable” ability, granting a Comandante General when entering a new Era.
Unique Units: Gran Colombia features two unique units:
- The Comandante General is a Great General with unique abilities, including Passive and Retire effects.
- The Llanero replaces the Cavalry. It requires less maintenance, receives a combat bonus for every adjacent Llanero and fully heals when in range of a Comandante General that activates.
Unique Improvement: The Hacienda provides Production, Gold and Housing bonuses, and a Food bonus for each adjacent Plantation. Plantations and Haciendas receive Production bonuses for adjacent Haciendas.
New “Apocalypse” Game Mode (Requires the Gathering Storm expansion to play)
Adds Forest Fires and Meteor Showers as disaster types to all games.
An optional, specialized game mode with exclusive rule changes:
New disasters: Comet Impact and Solar Flares.
Larger versions of existing disasters.
New military unit: Soothsayer, a Support unit that can trigger natural disasters at the player’s command.
New scored competition: Sacrifice units to volcanoes. Requires Soothsayers to use their unique action on friendly units near a volcano.
The world enters an apocalyptic state when climate change reaches its maximum level.
New Resources:
Honey. Luxury.
Maize. Bonus.
New Natural Wonders:
Bermuda Triangle. Naval units that pass through it receive a movement bonus and get teleported to another ocean tile.
Paititi. Gold bonus on trade routes for the city that controls it, major adjacency bonus for Commercial Hubs and Theater Squares.
Fountain of Youth. Grants units that pass it a healing buff.
New City-States:
Caguana. Cultural. Suzerain bonus: access to Batey improvement, which grants Culture based on its placement.
Singapore. Industrial. Suzerain bonus: Production bonus for each foreign trade route.
Lahore. Militaristic. Suzerain bonus: Access to a Faith-purchased combat unit – Nihang – with a unique promotion tree.
Vatican City. Religious. Suzerain bonus: Religious pressure spread when activating Great People.
Taruga. Scientific. Suzerain bonus: Science bonus per strategic resource in cities.
Hunza. Trade. Suzerain bonus: Gold bonus for trade route distance.
Here are the full notes on today's update:
Maya & Gran Colombia Pack
[NEW FEATURES]
Maya Civilization
Unique Ability – Mayab
Farms provide +1 Housing and +1 Gold.
+1 Amenity for every Luxury Resource adjacent to the City Center.
Settling adjacent to Fresh Water and Coast does not provide extra housing.
Unique Unit – Hul’che: replaces the Archer. Stronger than the Archer and receives +5 Combat Strength when attacking wounded units.
Unique Infrastructure – Observatory District: Replaces the Campus Science District. Adds a minor adjacency bonus with Farms and a major adjacency bonus with Plantations.
Leader - Lady Six Sky
Unique Ability – Ix Mutal Ajaw
Non-capital cities within 6 tiles of the Capital gain +10% to all yields.
+5 Combat Strength to units within 6 tiles of the Capital.
Non-capital cities outside of the 6 tile range receive -15% to all yields.
Agenda - Solitary
Builds cities close to the Capital.
Likes: civilizations that settle far away.
Dislikes: nearby armies and settlements
Gran Colombia Civilization
Unique Ability – Unique Ability – Ejército Patriota
+1 Movement to all units.
Promoting a unit does not end that unit’s turn.
Simón Bolívar Unique Ability - Campaña Admirable
[Base Game] Earn a Comandante General when entering a new era.
[Rise and Fall/Gathering Storm] Earn a Comandante General when the game enters a new era.
Comandante Generals are a new type of Great General unique to Gran Colombia.
Unique Unit – Llanero: Replaces the Cavalry. Less Maintenance and +4 Combat Strength for every adjacent Llanero. Fully heals when in range of a Comandante General that activates.
Unique Infrastructure – Hacienda Improvement: +1 Production, +2 Gold, and +1 Housing. +1 Food for every 2 adjacent Plantations (increased to every Plantation with the Replaceable Parts technology). Plantations and Haciendas receive +1 Production for every two adjacent Haciendas (increased to every Hacienda when you discover the Rapid Deployment Civic). Can be built on Plains, Plains Hills, Grassland, and Grassland Hills.
Leader – Simón Bolívar
Unique Ability - Campaña Admirable
[Base Game] Earn a Comandante General when entering a new era.
[Rise and Fall/Gathering Storm] Earn a Comandante General when the game enters a new era.
Comandante Generals are a new type of Great General unique to Gran Colombia.
Comandante General
Antonio Jose de Sucre
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: [Base Game/Rise and Fall] Instantly creates the strongest unit you can build. This unit receives a free promotion.
[Gathering Storm] Instantly creates the strongest unit you can build. This unit receives a free promotion. This unit requires no resource maintenance.
Francisco de Paula Santander
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: [Base Game] Gives a Random Civic.
[Rise and Fall/Gathering Storm] Gives a Governor Title.
José Antonio Páez
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +4 Combat Strength to all Heavy and Light Cavalry units within 2 tiles.
Rafael Urdaneta
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: All your units within 2 tiles regain all their Movement and can attack as if they had not made attacks this turn.
Santiago Mariño
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +4 Combat Strength to all Melee and Anti-Cavalry units within two tiles.
Gregor MacGregor
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Grants 1 promotion level to a military land unit and Gold equal to the 50% of the purchase cost of the unit.
Manuel Piar
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +7 Combat Strength to a unit.
Antonio Nariño
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Increase Trade Route capacity by 1. Receive a Trader in the nearest friendly city.
Mariano Montilla
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Units within 2 tiles gain +4 Combat Strength vs. District Defenses.
José Félix Ribas
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Opposing units within 2 tiles lose 30 HP.
Agenda – Carabobo
Builds Encampment District buildings to earn more experience with units
Likes: civilizations with promoted units.
Dislikes: civilizations with unpromoted units.
Apocalypse Game Mode [Gathering Storm]
New Unit – Soothsayer
Can call upon the God of Destruction to cause a Natural Disaster. Doing this requires a Unit Charge. Once all charges have been used, the unit is removed.
Unit starts with 1 charge, but additional charges can be gained through their promotion tree.
New Scored Competition – “Appease the Gods”
Players can use Soothsayers to sacrifice units to a volcano to gain points.
Soothsayers gain a new action: Appease - Target a friendly unit adjacent to a volcano and sacrifice them to gain score equal to their production cost.
Rewards include a free Soothsayer, Soothsayer promotions, and additional Faith per turn.
New Game Ending Final Climate Stage – The Apocalypse
The world enters the Apocalypse upon hitting the final temperature increase.
Disasters are more powerful, frequent, and capable of destroying entire Civilizations over several turns.
New Disasters
Comet Impact: Smashes into land tiles destroying improvements, units, districts, or even cities in the impact zone. Impacted tiles are replaced with an impassable Comet Lake.
Solar Flares: Affects the entire map. Pillages power-generating districts/buildings/improvements (except the Dam). Damages advanced units (GDRs especially).
Mythological Natural Wonders
Bermuda Triangle
5 Science to adjacent tiles.
Naval units that enter the tile gain a Unit Ability called “Mysterious Currents” that grants +1 Movement and are teleported to another Ocean tile somewhere on the map.
Paititi
3 Gold, 2 Culture to adjacent tiles.
Major adjacency for Commercial Hubs and Theater Squares.
City that has it in its territory receives +4 Gold on its outgoing International Trade Routes.
Fountain of Youth
4 Science, 4 Faith
Units that enter it gain a Unit Ability called “Water of Life” that gives +10 HP when they heal in any territory.
Provides Fresh Water
Resources
Maize: Improved by Farms. Bonus Resource. 2 Gold. Grassland, Plains.
Honey: Improved by Camps. Luxury Resource. 2 Food. Grassland, Plains.
Disasters [Requires Gathering Storm]
The following disasters are not tied to the Apocalypse game mode. These disasters can occur during standard games.
Forest Fires: Starts in a random Forest/Rainforest and spreads to adjacent Forest/Rainforest/improved plots every turn. Tiles on fire damage units and pillage improvements. Forest/Rainforests grow back with additional bonus yields.
Meteor Showers: Pummels unowned land tiles pillaging improvements and damaging units. Exploring impact sites grants players a free Heavy Cavalry unit with no resource upkeep.
City-States
Caguana
Type: Cultural
The Suzerain’s builder can build the new Batey Improvement.
Bateys provide +1 Culture and additional +1 Culture for every adjacent bonus resource and Entertainment Complex (becomes +2 with Exploration Civic.) +100% Tourism from Culture. Cannot be placed adjacent to another Batey. Placed on any flat terrain without a feature.
Singapore
Type: Industrial
Player’s cities receive +2 Production for each foreign civilization that they have sent a Trade Route.
Lahore
Type: Militaristic
Suzerain's of this City-State can purchase the new unique Nihang unit with Faith.
The Nihang unit has 25 Combat Strength. Has a unique promotion tree. Receives +15 Combat Strength for every Encampment building when trained. No maintenance cost.
Vatican City
Type: Religious
When the player activates a Great Person, they spread 400 Religious pressure of the player’s founded (or majority) religion to cities within 10 tiles.
Taruga
Type: Scientific
+5% Science in all cities for each different Strategic Resource they have.
Hunza
Type: Trade
Receive +1 Gold for every 5 tiles a Trade Route travels.
Free Game Update
[BALANCE/POLISH]
Updates to Diplomatic Victory
Diplomatic Victory Points Resolution becomes +2/-2 (previously +2/-3)
Victory is now determined upon player turn start, rather than upon receiving points.
Players now lose Favor per turn for each occupied Original Capital.
Aid Request penalty for pollution is doubled.
Increased Favor penalty for pollution to -1 Favor per 3 pollution more than average (Previously per 5 pollution, capped at -20 per turn from -10).
Anti-Air Combat Strength increased to +7 once formed into Corps and Armies (Fleets, Armadas).
Greatly reduced the chance that City-States will spawn adjacent to Natural Wonders or on top of resources.
Fixed an issue that was allowing aircraft based on Carriers as well as embarked units to count toward the Flanking bonus when attacking.
Unmet players now get a visible pie wedge in the CO2 chart.
Tweaked volcano spawn spread. Volcanoes will no longer spawn adjacent to each other. Large portions of the map are no longer skipped over. 1 volcano per continent is guaranteed.
Tweaked mountain spawn locations for more intelligent placement.
Palenque City-State renamed Mitla.
[UI]
Players can now manually resize the Offers and Inventory panels during trades.
Players can now select different text sizes for the chat panel.
Added page history trail to Civilopedia for easier navigation.
Fixed an issue that was causing “click” sounds to play whenever a notification was auto-dismissed.
Base unit costs and maintenance are no longer shown in the Production Panel. Production Panel now shows only the cost relevant to the city in which the item is being produced. Base values are shown in the Civilopedia as well as the Tech and Civics screens.
Added a fix to allow Barbarian Sighted and New Camp icons to properly show in notifications.
Fixed an issue where the Tech/Civics Tree scrollbar was being clipped by the background.
Improved Deal and Deal Cities presentation by adding item grouping, sub-categories, and collapsing categories.
Added icon for Reef adjacency bonus
Altered some team colors to be more visible.
Better dynamic sizing of various menus – Save/Load, Hall of Fame, Mods, Setup Menu
Fixed an issue where buttons in multiple World Tracker menus have partial functionality during World Congress sessions.
[AI]
Improve Religious Belief analysis - Tends to stop Warrior Monks from always being first chosen
Adjust importance of Great Person Points for city projects for AI to make them more competitive with other buildings for AI attention.
Fix an issue where the AI was not always using its land ranged units to attack hostile sea units.
Fix an issue that could cause the AI to identify a target city for a missionary based on gossip without knowing the actual location, causing the missionary to freeze in place.
Improved coastal city ability to recruit naval units for city defense.
Adjusted city priority to target wounded units over siege when under attack.
Improve air attacks in operations
Conditions changed for AI to pursue Culture Victory.
[MP]
Fixed an issue where the Diplomatic Victory displays nothing in the World Rankings when teams are enabled.
Fixed an issue where the Scored Competition prompt would overlap the chat panel when viewing the World Tracker during a Multiplayer game.
RED DEATH [PC ONLY]
Fixed an issue causing the Matchmaker to fail when overloaded.
Overall improvements to AI:
AI will more aggressively explore in the early game.
AI will now target enemy units with nukes.
AI will use better protection of Civilians in all phases.
Additional fixes to improve AI play.
Fixed an issue where nukes were applying a maintenance cost to certain units, causing them to be removed from play when the player went bankrupt.
Updated the Diplomacy ribbon to show the eliminated players.
Fixed an issue that could cause the AI to cease attacking enemy units once they are in the final Safe Zone ring.
Fixed an issue that could cause the AI to act too passively with ranged units.
Fixed an issue that was causing the overlay to either not show up or show up inconsistently.
[MODDING] [PC ONLY]
WorldBuilder
Advanced Mode: when placing a district, if the placement is going to fail because of a missing tech, civic, or population, auto-fix that so it succeeds.
Placing a feature over an incompatible resource will now delete the resource.
Fixed an issue where using the right mouse button to paint would successfully change all tiles except the tile initially clicked on.
Plot Selector now allows changes in the rotation of an existing feature.
Various additional UI and quality of life improvements.
Fixed various crashes.
[BUGS]
Fixed an exploit allowing multiple Pantheon bonuses (e.g., infinite builders/settlers) by hitting ESC immediately after selecting a Pantheon.
Fixed an exploit where unit Movement Speed and Combat Strength could be retained by upgrading near a Great General.
Fixed an exploit where the same District could be built in a city multiple times.
Fixed an exploit where a free Policy change was granted after ending a turn with a completed Civic selected.
Fixed an issue where Great Generals Horatio Nelson and Georgy Zhukov’s Retirement Abilities were incorrectly granting Combat Strength equal to the number of units a player owned.
Fixed an issue where Neighborhoods built by Brazil were failing to gain additional Housing from adjacent Rainforests.
Fixed an issue where the Foreign Culture Victory Imminent notification had no functionality when selected during gameplay.
Fixed an issue where the amount of Science already spent when viewing the Technology Tree during gameplay was not being displayed.
Fixed an issue where Phoenicia was gaining multiple GDRs with Golden Age Dedication, Automaton Warfare.
Fixed an issue where Capture Unit ability was successful even when not attacking.
Fixed an issue where incorrect information was present when viewing the resource tooltip in the CO2 Contribution section of the World Climate menu.
Fixed an issue where the incorrect "Turns Remaining" numerical value was displayed in prompts for completed Emergencies while another Emergency Competition was active.
Fixed an issue where Settler tooltips were not showing up.
Fixed an issue where the Arrow Storm unit promotion was applying while defending.
Fixed various text bugs.
Fixed various audio bugs.
Crash
Fixed an issue causing Mac to crash when trying to run DX12 full-screen
Various additional crash fixes addressed.
Perf
Multiple performance and memory improvements.
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