For 30 years you’ve raised cities, built wonders, and rewritten history a million times over. Civilization simply wouldn't be the best strategy series of all time without its players. So over the next few months we’re commemorating three decades of greatness from Civilization players with new challenges, fun surprises and amazing offers.
We want to shine the spotlight on you and the unique way you become truly great in Civilization. Just as much as this is an incredible moment for Civilization, this is really your moment.
All hail YOU the Great!
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CIVILIZATION VI ANTHOLOGY - NOW AVAILABLE AT A SPECIAL INTRODUCTORY PRICE
Steam players can now pick up Sid Meier’s Civilization VI Anthology which contains the entire Civ VI collection. This includes the base game, both the Rise and Fall and Gathering Storm expansions, all of the DLC, and the New Frontier Pass. That’s over $150 worth of content that you can get for 77% off as a special introductory price.
[previewyoutube="ldNgn6HnNP0;full"] Grab the game at this special price from June 10 - June 24.
Civilization VI Impossible Save Challenge - Race to the Stars!
To celebrate the recent release of Civilization VI Anthology, we wanted to issue a fun challenge that leverages the content in Civ VI Anthology to all of you. Welcome to the Impossible Save Challenge - get ready to Race to the Stars!
The setup is simple - you'll play as Australia. Korea has already launched their rocket and is on track to win in just 16 turns. Can you come roaring back from behind and emerge victorious?
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To participate in this challenge, all you have to do is grab the save file and load it into Civilization VI with the instructions below. Please note you'll need at least the Platinum Edition of the game to play; the Impossible Save Challenge is also only available on PC.
To participate in this challenge, all you have to do is grab the save file and load it into Civilization VI with the instructions below. Please note you'll need to have the latest version of Civilization + all DLCs and expansions to play*; the Impossible Save Challenge is also only available on PC.
Cut and paste the save file into your Civilization VI save folder (\Documents\My Games\Sid Meier's Civilization VI\Saves\Single)
Launch the game and load it like any other save
Steps for a Mac are similar, but the folder holding program files is hidden
Download the file and find it in your downloads folder
Open Finder
Press command-shift-G and type in “~/Library”, press“Go”
Navigate to /Application Support/Sid Meier’s Civilization VI/Saves/Single and move your save file to the folder
Launch the game and load it like any other save
While it may take a few tries, we encourage you to stick with it! Try out multiple victory paths; some are straightforward, some are impossible. There are both peaceful and not-so-peaceful ways to win. Take on the challenge, post your playthrough videos, and we may even spotlight you on our social channels. Happy gaming!
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We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
APRIL 2021 GAME UPDATE AVAILABLE NOW
We’re excited to announce the April 2021 Game Update is now available to all Civilization VI players.
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In this final free update of the season comes new units, new maps, and several balance adjustments and gameplay fixes based on player feedback. Read on for the full list of what’s available in today’s free game update.
BUY THE NEW FRONTIER PASS
[NEW FEATURES]
New Units
Trebuchet: Medieval Era Catapult upgrade. Siege promotion class. Upgrades into Bombard. Cannot move and attack on the same turn unless they’ve earned the Expert Crew Promotion.
Units now replacing this unit: Khmer Domrey.
Man-At-Arms: Medieval Era Swordsman upgrade. Melee promotion class. Upgrades into Musketman.
Unique units that will upgrade into this unit: Roman Legion, Kongolese Ngao Mbeba, Macedon Hypaspist, Persian Immortal, Maori Toa, and Gallic Gaesatae. Unique units now replacing this unit: Norwegian Berserker, Japanese Samurai, and Georgian Khevsur.
Line Infantry: Industrial Era Musketman upgrade. Melee promotion class. Upgrades into Infantry.
Unique units that will upgrade into this unit: Spanish Conquistador and Ottoman Janissary. Unique units now replacing this unit: French Garde Imperiale and English Redcoat.
New Maps
Mediterranean Large Map: A large map of the greater Mediterranean region with resources, terrain, and features reflecting their historic locations. Earth Huge Map: A larger sized representation of Earth with resources, terrain, and features reflecting their historic locations. TSL Earth Huge: Civilizations start at the location of their historical capital on the huge Earth map. TSL Mediterranean: Civilizations start the location of their historic capital on the large Mediterranean map.
[NEW GAME UPDATES]
[BALANCE/POLISH]
Civ and Leaders Balance Update
Aztec
Tlachtli: [Base Game] Added +1 Culture. [Rise and Fall, Gathering Storm] Added +2 Culture. Australia
Coast is now a Tier 2 start bias. Canada
[Gathering Storm] The Last Best West: Increased the yields of Mines and Lumbermills on Snow, Tundra, Snow Hills, and Tundra Hills to +2 Production. Increased the yield of Camps on these terrains to +2 Food. Farms provide +2 Food on these terrains. China
Dynastic Cycle: Now when completing a Wonder, receive a random Eureka and Inspiration from the era of the Wonder. France
Château: +2 Culture and +1 Gold at base. +1 Culture for each adjacent wonder (increasing to +2 with Flight). +2 Gold for being on a River. Must be adjacent to a Bonus or Luxury resource not adjacent to another Château. Georgia
[Rise and Fall, Gathering Storm] Glory of the World, Kingdom and Faith: No longer receives +100% Faith for 10 turns after declaring a Protectorate War. Instead, combat victories provide Faith equal to 50% of the Combat Strength of the defeated unit (on Standard Speed). Germany
Rivers are now a Tier 5 start bias. Greece
Thermopylae: Added +1 Combat Strength for every Military Policy slotted. Inca
[Gathering Storm] Qhapaq Ñan (leader ability): Added +1 additional Production to Mountains when the game reaches the Industrial Era. [Gathering Storm] Inca Terrace Farm: Now gives +1 Housing (was +0.5). [Gathering Storm] Mountains (non-Tundra/Snow) are now a Tier 2 start bias. Japan
Coast tiles are now a Tier 3 start bias. Khmer
[Rise and Fall, Gathering Storm] Grand Barays: Cities with an Aqueduct receive +1 Amenity from entertainment and +1 Faith for every Population. Farms provide +2 Food if adjacent to an Aqueduct and +1 Faith if adjacent to a Holy Site. [Rise and Fall, Gathering Storm] Monasteries of the King: Holy Sites are granted a Major adjacency bonus with Rivers, a Culture Bomb, Food equal to its adjacency bonus, and +2 Housing, if on a River. [Rise and Fall, Gathering Storm] Prasat: +6 Faith. +0.5 Culture for every Population. Receive +10 Tourism per turn in cities with 10 population. Cities with 20 population are granted double this number. Kongo
Nkisi: Relics, Artifacts, and Sculptures also give +1 Faith. Removed Great Writers from his additional Great people points. Korea
[Rise and Fall, Gathering Storm] Three Kingdoms: Mines now receive +1 Science for each adjacent Seowon district. Farms now receive +1 Food for each adjacent Seowon district. Mapuche
[Rise and Fall, Gathering Storm] Toqui: Cities with an established Governor provide +5% Culture, +5% Production, and +10% Combat Experience towards all units trained in this city. These numbers are tripled in cities not founded by the Mapuche. All cities within 9 tiles of a city with your Governor gain +4 Loyalty per turn towards your civilization. [Rise and Fall, Gathering Storm] Swift Hawk: +10 Combat Strength when fighting Free Cities or civilizations that are in a Golden or Heroic Age. Defeating an enemy unit within the borders of an enemy city causes that city to lose 20 Loyalty and 40 Loyalty if that player is in a Golden or Heroic Age. [Rise and Fall, Gathering Storm] Chemamull: Added +1 Production. Maya
Mayab: farms now recieve +1 Production for every adjacent Observatory. Ix Mutal Ajaw: Non-capital cities within 6 hexes now also receive a Free builder when the city is founded. Start bias changes: Grass, Plains, Grass Hills, Plains Hills are now Tier 1 start biases. Tier 2 consists of Plantation luxuries (Gypsum, Ivory, Jade, Marble, Mercury, and Salt). All other terrains (Desert, Snow, Tundra, Desert Hills, Snow HIlls, Tundra HIlls, Desert Mountain, Snow Mountain, Tundra Mountain) are Tier 3 to discourage Coast spawns. Mongolia
[Rise and Fall, Gathering Storm] Ordu: Now gives XP to Siege units. Netherlands
Radio Oranje: Domestic Trade Routes provide +2 Loyalty (was +1) per turn for the starting city. Trade Routes sent or receive from a foreign civilization grant +2 Culture (was +1) to the Netherlands. Nubia
Ta-Seti: Now +30% Production toward Ranged units (was 50%). Nubian Pyramid: Increase to +2 Faith and +2 Food. Ottoman
[Gathering Storm] Grand Vizier: Added +1 Governor Title when Gunpowder Technology is unlocked. [Gathering Storm] Niter is now a Tier 5 start bias. Persia
Pairidaeza: Appeal bonus reduced to +1 (was +2). Poland
Lithuanian Union: Taking territory from a foreign city with a Culture Bomb converts it to the majority religion (was only the religion founded by Poland). Russia
Mother Russia: Reduced the number of free tiles in new cities to 5 (was 8). Lavra: Moved the Great Writer point to the Shrine, the Great Artist point to the Temple, and the Great Musician point to the Tier 3 Worship building. Scythia
Kurgan: +1 Faith, +3 Gold. +1 Faith for each adjacent Pasture, becoming +2 Faith with Stirrups. Provides Tourism from Faith after researching Flight. Spain
Treasure Fleet: May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes receive +3 Gold, +2 Faith, and +1 Production. Trade Routes between multiple continents receive triple these numbers. Cities not on your original Capital's continent receive +25% production towards districts and a builder when founded. El Escorial: Inquisitors can Remove Hersey one extra time. Inquisitors eliminate 100% of the presence of other Religions. Combat and Religious units have a +5 Combat Strength against players following other religions. All rulesets now feature the buffed Gathering Storm version of the Mission: +2 Faith. +2 Faith additionally, +1 Food, and +1 Production if on a different continent than your Capital. +1 Science for every adjacent Campus and Holy Site. +2 Science once Cultural Heritage is discovered Cultural Heritage. The Loyalty bonus is still Rise and Fall and Gathering Storm only. Remove Coast start bias. [Gathering Storm] Geothermal is now a Tier 3 start bias. Sumeria
[Rise and Fall, Gathering Storm] Adventures of Enkidu: Added +5 Combat Strength to units when they and their ally are at war with a common foe. Vietnam
[Vietnam and Kublai Khan Pack] Thành: No longer provides a Great General point. Zulu
[Rise and Fall, Gathering Storm] Isibongo: Buildings in the Ikanda receive +2 Gold and +1 Science.
General
[Gathering Storm] Governor Moksha’s base ability (Bishop): +2 Faith for every specialty district in a city.
Units Balance Update
Melee
Swordsman: Combat Strength decreased to 35 (was 36). Infantry: Combat Strength increased to 75 (was 70). Ngao Mbeba: Combat Strength increased to 38 (was 36). [Persia and Macedon Civilization & Scenario Pack] Hypaspist: Combat Strength increased to 38 (was 36) [Persia and Macedon Civilization & Scenario Pack] Immortal: Melee/Ranged Combat Strength increased to 35/25 (was 30/25). [Gathering Storm] Toa: Combat Strength increased to 38 (was 36). Berserker: Combat Strength increased to 48 (was 40). -5 Combat Strength when defending penalty now only applies to melee attacks. [Rise and Fall] Khevsur: Combat Strength increased to 48 (was 45). Conquistador: Combat Strength increased to 58 (was 55). +10 Combat when there is a Religious unit within 1 tile. If this unit captures a city or is adjacent to a city when it is captured, the city will automatically adopt the Conquistador player’s Religion as the dominant Religion. Garde Impériale: Combat Strength increased to 70 (was 65). Redcoat: Combat Strength increased to 70 (was 65). Digger: Combat Strength increased to 78 (was 72). Samurai: Unlocked with Feudalism (was Military Tactics).
Ranged
Machine Gun: Melee/Ranged Combat Strength increased to 70/85 (was 65/75).
Siege
Catapult: Melee/Ranged Combat Strength increased to 25/35 (was 23/35). [Khmer and Indonesia Civilization & Scenario Pack] Domrey: Melee/Ranged Combat Strength increased to 40/50 (was 33/45). Bombard: Melee/Ranged Combat Strength increased to 45/55 (was 43/55). Rocket Artillery: Melee/Ranged Combat Strength increased to 70/100 (was 70/95).
Anti-Cavalry
Pikeman: Combat Strength increased to 45 (was 41). [Rise and Fall] Impi: Combat Strength increased to 45 (was 41). AT-Crew: Combat Strength increased to 75 (was 70). Modern AT: Combat Strength increased to 85 (was 80). Hoplite: Combat Strength increased to 28 (was 25).
Light Cavalry
Courser: Combat Strength increased to 46 (was 44). [Gathering Storm] Black Army: Combat Strength increased to 49 (was 47). [Ethiopia Pack] Oromo Cavalry: Combat Strength increased to 48 (was 46). Helicopter: Combat Strength increased to 86 (was 82). [Gathering Storm] Mountie: Combat Strength increased to 62 (was 60). Added additional National Park charge. Costs 290 Production (was 400). [Rise and Fall, Gathering Storm] Malón Raider: Costs 230 Production (was 250). Upgrades to Cavalry (was Helicopter).
Heavy Cavalry
[Rough Rider Teddy] Rough Rider: Replaces the Cuirassier. Upgrades to Tank (was Modern Armor). Prerequisite tech is now Ballistics (was Rifling). Knight: Combat Strength increased to 50 (was 48). Mamluk: Combat Strength increased to 50 (was 48). Upgrades to the Cuirassier (was Tank). [Gathering Storm] Mandekalu Cavalry: Combat Strength increased to 55 (was 49). [Byzantium and Gaul Pack] Tagma: Combat Strength increased to 50 (was 48). Tank: Combat Strength increased to 85 (was 80). Modern Armor: Combat Strength increased to 95 (was 90). Winged Hussar: Combat Strength increased to 64 (was 55). Unlocks with Mercantilism (was Mercenaries). Replaces Cuirassier. Cost increased to 330 (was 250). Maintenance increased to 5 Gold (was 3). Varu: Upgrades to the Cuirassier (was Tank).
Ranged Cavalry
[Rise and Fall, Gathering Storm] Keshig: Melee/Ranged Combat Strength increased to 35/45 (was 30/40). Costs 160 Production (was 180). Saka Horse Archer: Melee Combat Strength increased to 20 (was 15). Upgrades to Crossbowmen (was Field Cannon). Crouching Tiger: Costs 140 Production (was 160). Naval Melee
Destroyer: Combat Strength increased to 85 (was 80).
Naval Ranged
Missile Cruiser: Melee/Ranged Combat Strength increased to 75/90 (was 70/85).
Naval Raider
Sea Dog: Ranged Combat Strength increased to 55 (was 50). U-Boat: No longer requires Oil.
Other
Warrior Monk: Combat Strength increased to 40 (was 35).
General Gameplay Fixes
Allied Civs will no longer be shown as espionage destinations. Buildings with overrides (ex. [Ethiopia Pack] the Alchemical Society which overrides the University) will now correctly receive yields intended for the base building. Idle Governors now must be addressed (assigned to a city or by closing the screen) before advancing to the next turn. Fixed an issue where the Maryannu Chariot Archer was not being counted as Ranged Cavalry. Fixed an issue where the Science Foundations policy card would go obsolete when there were no Great Scientists remaining. Fixed an issue where Mahaviharas would not receive adjacency bonuses when built adjacent to [Maya and Gran Colombia Pack] Observatories or [Base game] Lavras. Fixed an issue where bonuses granting percentage yields from completed items based on cost (ex. [Babylon Pack] Ayutthaya’s 10% Culture from completed buildings) were sometimes larger than intended. Fixes for the Basilikoi Paides and Ordu not giving experience correctly to trained units. Fixed an issue where the Keshig would not receive the +3 Combat Strength from Genghis Khan’s Mongol Horde. Fixed an issue where Imhotep's unique ability did not scale with game speed. Fixed an issue where the Yields Report would show amenity yields for cities that are Content. Fixed an issue where bonus resources would not be removed from a tile after a district is built on it. [Gathering Storm] Fixed an issue where the Invention Policy Card would grant +2 instead of the intended +4 Great Engineer Points.
[Gathering Storm] Tourism Updates
"Cultural Domination" term clarified in Culture victory sections of World Rankings and Civilopedia. Cultural Domination provides ongoing effects: International Trade Routes to foreign cities you culturally dominate provide +4 Gold.
Spy missions in foreign cities you culturally dominate are 50% faster to complete.
Your citizens exert 25% more Loyalty pressure on foreign cities you culturally dominate.
Red Death
Fixed an issue where the incorrect unit icon would be displayed when viewing the Alien faction’s UFO unit in the Unit List.
Ethiopia Pack
Vampires no longer receive the benefit of ignoring walls during a city attack when adjacent to Siege Towers. Fixed an issue where a notice would fail to appear for the second Secret Society discovered in a single turn. Fixed clipping issues caused by incorrect overrides with Secret Society unique buildings.
Pirates
Fixed an issue where the client will only have 2 active Relic slots after taking over an AI player during a multiplayer game in progress.
[Babylon Pack] Heroes and Legends
Hero Combat Strength has been adjusted to match the new base unit strengths. Sinbad's Fortunes rewards reduced to 200 gold naval raids (was 300). Sinbad’s Journeys rewards 400 for discovering continents and natural wonders (was 500). Khmer’s unique building, the Prasat, has been updated for Heroes and Legends gameplay: Recalling Heroes in this city costs 15% less Faith. Himiko's "Inspiring" ability grants +5 Combat Strength (was +10). Kongolese Unique Ability, Nkisi, grants +1 Faith for Heroic Relics during Heroes and Legends gameplay. Show the unlocked unit on the project pages for Devotion projects in Heroes and Legends. Fixed an issue where 2 extra Hero relic slots could appear when replacing a Monument with a Hero relic equipped with an Old God Obelisk [Ethiopia Pack – Secret Societies]. Fixed an issue where Heroes could remain on the map after their Lifespan expired. Fixed an issue where Questing Knights would not have the correct Melee Strength during the Atomic Era.
Vietnam and Kublai Khan Pack
Industry improvements cannot be built on Luxury Resources that are on Volcanic Soil. Added failure text when a Product cannot be produced because the necessary Corporation has been pillaged. Fixed an exploit allowing Kublai Khan's bonus to grant multiple boosts from the same city.
Barbarian Clans
Increased the unit spawn rate for Cavalry-type Barbarian Clans. Added a new notification when a Barbarian Outpost converts into a City-State. Added missing Civilopedia entries for Barbarian Horseman, Horse Archer, and Raider. Treat With Tribe menu now includes clan type name. Barbarian Clans are now searchable in the Map Search panel. Fixed an issue that prevented new Barbarian Camps from spawning. Fixed an issue where dispersing a camp would grant gold instead of XP. Fixed an issue where Gold could be gained by dispersing a Barbarian Outpost through border expansion. Fixed an issue where Barbarian camps would be left undefended. Fixed an issue where the Coastal Raid command would not disperse a Barbarian camp. Fixed an issue where City-States converted from Barbarian Clans would briefly display a negative Garrison Defense Strength. Fixed an issue where Barbarian Bribe indicators would not appear consistently over affected units. Fixed an issue where Hiring units from a Clan would sometimes not pick the best unit available. Fixed an issue where the Culture border would appear as the wrong color when a Barbarian Clan converted to a City-State. Fixed an issue where coastal raiding as Norway would not pillage the tile and end the Norwegian unit’s turn while Barbarian Clans mode was active. Fixed an issue where players would sometimes see “Clan Dispersed” notifications for an unrevealed Clan. Fixed an issue where Barbarian Clan unit tooltips would only display the information for one function while multiple were active. Fixed an issue where Incited Barbarian units would sometimes attack other targets than the one the player selected.
Portugal Pack
The chance for a new Zombie to spawn after a city attack is affected by the population of the city. The higher the population, the higher the chance a Zombie will spawn. Spies will now be killed by failed Zombie Outbreak spy operations at City-States. Fixed an issue where the VFX for the Modernized Zombie Trap wouldn’t loop properly.
[AI]
Improved ability for naval units to heal. Cities will not build ships for future operations if they are on a lake. Increase desire for Districts and Improvements.
[CRASHES]
Fixed a crash happening in the Espionage system caused by an off-map spy. Various crashes fixed.
[UI]
Saved Game Configurations will now regenerate map seeds and clear leader selections on configuration load to make this feature more useable as a way for players to save game types with various modes and advanced settings turned on/off. Players will still be able to use the Leader Pools as a quick way to save leader selections. Search in the Civilopedia now auto-translates accented and special characters. [Ethiopia Pack] Diplomatic Quarter now has a unique district icon. Updated England and France Eleanor names to be consistent with other dual-civilization leaders. [Gathering Storm] Mounties will now display their National Park charges in the unit panel. Fixed an issue where the Settler Lens would not display on newly discovered tiles when moving a Settler through the Fog of War. Fixed an issue where the Power Lens overlay would fail to display after pressing the Esc key and then re-opening the lens with the hot key during gameplay. Fixed an issue where inconsistent colors would display when viewing the CO2 Contribution graph. Fixed an issue where information would be missing when viewing the Resource tooltip for Global Contribution in the World Climate menu. Fixed an issue where users could select “No and stop asking” responses for other human players during multiplayer. Fixed an issue where a Civ’s icon would fail to “pulse” when a free city was about to flip to them. Fixed an issue where the “Change City Production” button in the City Manager would be disabled when placing a district on a tile. Fixed an issue where invalid City-States would appear in the City-State Selector for True Start Location maps. Fixed an issue where the amount of boost gained from a Eureka would display inconsistently between the Eureka popup and Tech Tree. Fixed an issue where VO triggered from the Civilopedia would continue playing after closing it. Fixed an issue where unit entries were greyed out in the unit list World Tracker panel when they still had movement points left. Fixed an issue where Culture borders would not appear consistently when activating the Power lens. Fixed an issue where the player could see information on an opponent’s Specialists in district tooltips. Fixed an issue where the City-State Picker would save unintended changes after cancelling out of the Advanced Setup menu. Fixed an issue where unit portraits would appear incorrect in the production menu. Fixed an issue where tooltips would fail to appear on slotted Policies when viewing the Government menu. Fixed an issue where the buttons on the Confirm Kick menu would overrun the menu window. Expanded parameters of various menus to accommodate foreign language support. Various text updates.
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We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
CIVILIZATION VI - PORTUGAL PACK AVAILABLE NOW
We’re excited to announce the Portugal Pack is available now, as part of the New Frontier Pass or as an individual $8.99 purchase.
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Today’s release of the Portugal Pack is the sixth and final pack in a planned series of premium updates for Civilization VI that we’re calling the New Frontier Pass. If you purchase the New Frontier Pass, you’ll also get the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs.
Here are the full update notes:
[Portugal Pack] [New Features]
Civilization - Portugal Unique Ability - Casa da Índia • International Trade Routes can only reach foreign cities on the coast or with a Harbor but receive +50% towards all yields. Trader units have +50% range over water and can embark as soon as they are unlocked. Unique Unit – Nau • Portuguese unique naval melee unit that replaces the Caravel. Starts with 1 free Promotion and costs less maintenance. Has two charges to build Feitorias. Unique Improvement - Feitoria • Unlocks the Nau ability to construct a Feitoria, unique to Portugal. Can only be built adjacent to Luxury or Bonus resources in territory belonging to other Civilizations or City-States that you have Open Borders with. Provides +4 Gold and +1 Production to the owner of the tile. Trade routes sent to this city from Portugal gain +4 Gold and +1 Production. Must be built on a Coast or Lake tile adjacent to land and not adjacent to another Feitoria. Feitorias cannot be removed. Unique Building – Navigation School • A building unique to Portugal. +25% Production towards naval units in this city. +1 Science for every two Coast or Lake tiles in this city. +1 Great Admiral point, +1 Great Scientist point. Replaces the University. Leader - Joao III Ability - Porta Do Cerco • All units receive +1 sight. +1 Trade Route capacity when a civilization is met. Open borders with all City-States. Agenda - Navigator’s Legacy • Tries to explore the map. • Likes civilizations that have explored more than other civilizations. • Dislikes civilizations that have explored less.
Zombies Defense Game Mode The Zombie Defense game mode introduces a dangerous threat to your Civilization: the dead that do not stay dead. Zombies can rise from the ashes of war, and as they prey upon your and other’s lands, they spread their deadly curse onwards. Build new defensive structures to protect your territory. Make use of new City Projects to manipulate Zombies against your still living opponents.
Zombies Zombies are melee units that wander the map. They cannot pillage your Improvements but will immediately go after any unit wandering outside and attack your City Centers and defensible Districts. Zombie hordes are unrelenting, but predictable as they will always attack the closest non-Zombie unit. But there are new defenses – your Builders and Military Engineers can construct traps and walls, and new City Projects allow you to take control of the dead for a time, using them to attack your enemies or rerouting them to your neighbor’s door.
Zombie units thrive on the aftermath of war. When a unit dies on the map, it carries a slight chance of returning as a Zombie some turns later. However, if a unit is destroyed by a Zombie, it will rise again on the following turn. If a Zombie attack lowers a city’s population, a new Zombie unit will spawn immediately next to the city. The undead menace steadily grows in strength as well as number – for each Zombie killed anywhere in the world, remaining and new Zombies get stronger.
New Defensive Structures Builders can create Barricades or Traps to help fend off enemies. Later eras can grant the ability to create more powerful Barricades or Traps. While these can be powerful defenses against the living dead, they can also be useful against the units of other civilizations, as they deal damage to any sort of enemy. Traps • Trap – An unworkable early Improvement that deals a moderate damage to, and depletes the movement of, hostile units passing directly through it. Unlocked with Construction and built using a Builder Charge. Does not prevent unit movement through this space. • Modernized Trap – An unworkable later Improvement that deals significant damage to, and depletes the movement of, hostile units passing directly through it. Unlocked with Ballistics and built using a Charge from a Military Engineer. Does not prevent unit movement through this space. Barricades • Barricade – An unworkable early Improvement that deals minor damage to, and exerts zone of control on, hostile units passing through or adjacent to it. Unlocked with Military Engineering and built using a Builder Charge. Does not prevent unit movement through this space. • Reinforced Barricade – An unworkable later Improvement that deals moderate damage to, and exerts zone of control on, hostile units passing through or adjacent to it. Unlocked with Rifling and built using a Charge from a Military Engineer. Does not prevent unit movement through this space. • Existing Civilization VI infrastructure has been updated to also provide additional options for Zombie defenses: Fort, Roman Fort, Great Wall, [Ethiopia Pack] Vampire Castle, [Gathering Storm] the Maori’s Pa, [Vikings Scenario Pack] Alcazar.
New City Projects Using the Turn Undead project at a Holy Site or the Dark Signal project at a Campus will allow you to briefly take control of Zombies within your city limits, meaning that you can turn the horde against your enemies. Just be sure to be safely out of reach when your control expires or when you strategically end it. In addition, Spies can spread the deadly curse to other civilizations with the Zombie Outbreak action. • Holy Site - Turn Undead – Upon completion, gain control of the Zombies currently in this city’s territory. Control lasts 15 turns. • Campus - Dark Signal - Upon completion, gain control of the Zombies currently in this city’s territory. Control lasts 30 turns. • City Center Spy action - Zombie Outbreak - Upon completion, has a chance to spawn one Zombie per worked tile in the target city.
New World Wonders Torre de Belém • +5 Gold. International Trade Routes from this city receive +2 Gold for every Luxury Resource at the destination. When the Torre de Belém is constructed, cities not on your home continent receive the lowest Production cost City Center building they can currently construct. +1 Great Admiral point per turn. Must be built on a Coast tile that is adjacent to a Harbor district. Etemenanki • +2 Science. +2 Science and +1 Production to all Marsh tiles in your empire. +1 Science and +1 Production on all Floodplains tiles for this city. Must be built on Floodplains or Marsh.
New Map • Wetlands – A continents map flooded with rivers and marsh. There are extra Woods, Flood Plains, and Rainforests as well.
Free Game Update [BALANCE/POLISH] General Updates • Replace the old Lisbon City-State with the Mogadishu City-State • Fixed an issue where Production was not being added to Holy Sites in captured cities when having the Work Ethic religious belief. • Macedon's ability Hellenistic Fusion will now only trigger when a city is first conquered (it previously was triggering for districts built after the city was occupied). • Fixed incorrect yield text for Cliffs of Dover in certain tooltips. Babylon Pack • Tourism from all Heroic Relics is now 6 (was 10) • Fixed an issue where the Questing Knight’s combat strength would increase after the player advanced eras. • Fixed an issue where a Hero could not be recalled with Faith when a Free City was recaptured. • Fixed an issue where the Hero Mulan was able to attack land units while embarked. Kublai Khan and Vietnam Pack • Industry bonuses are now displayed on Product tooltips when creating a trade in the deal menu. • Fixed an issue causing larger than intended Tourism rewards from monopolized resources. • Fixed an issue where Products could be created from pillaged Corporations. • Fixed an issue where the Corporation name would be missing when making a deal with the AI. • Fixed an issue where Housing would not be displayed when placing the Preserve district. • Fixed an issue where Corporation Product ownership was not always being properly assigned. If no custom name is used for a Corporation, a generic name will be used.
Barbarian Clans • Sumeria's Unique Ability Epic Quest has been updated for Barbarian Clans gameplay: When you disperse a Barbarian Outpost, receive a Tribal Village reward in addition to the usual Experience Points. Pay half the usual cost to levy City-State units. • Clan conversion info now appears in the Treat with Clan UI. • Improved naval clan priority to focus on creating more naval units when located on small landmasses. • A civilization that is currently selected as an Incite target will no longer appear on the Incite dropdown menu. • Added tooltip info about City-State conversion disabled status on clan banner and in Treat with Clan UI. • Fixed an issue where Barbarian bribe indications were remaining on unit flags after the bribe had expired. • Fixed an issue where notification icon for the Bribe function would not display the correct icon. • Fixed an issue where the ESC key would not close out the Treat the Clan UI. • Fixed an issue where duplicate Civilizations would be indistinguishable on the Incite dropdown menu. • Fixed an issue where hired units would sometimes spawn within the Barbarian Outpost. • Fixed an issue where a defender unit would fail to spawn on a Barbarian Outpost during the Barbarian player’s turn after being raided. • Fixed an issue where players could still use the Ransom function while having an insufficient amount of Gold. • Fixed an issue where the map would recenter on the first clan on which a player action was used after interacting with other clans. • [Multiplayer] Fixed an issue where the Barbarian Outpost banner would appear in the fog of war after another user had discovered them during a Hot Seat game. • [Multiplayer] Fixed an issue where converted City-States would fail to declare war on players their Suzerain is currently at war with. [AI] • AI will make better use of cultists. • AI’s value of tech will be limited by the number of units it can build. [UI] • Added new icons for the Leader Selection Pool to help differentiate pools. • Added warning tooltips for choosing similar Civ jersey colors to single player Advanced Setup menu. • [Base game] Fixed an issue where the player would not be able to trade Great Works or Relics in the deal menu. • Fixed an issue where the “Replay Movie” button would no longer function when the player returned to the Victory/Defeat screen after viewing the History Timeline during gameplay. • Fixed tooltip info showing per-turn resource info when adding a city with resources to a trade deal. • Fixed an issue where leader quotes played from the Civilopedia would continue after the Civilopedia was closed. • Fixed an issue where the city recommendation tooltip would appear when the player hovers over recommended Builder improvement icons that were on the same tile as the recommended settlement icon. • Fixed an issue where an incorrect number of selected leaders will display when viewing the Leader Pool section of the Game Summary in a Multiplayer Staging Room. • Various text fixes. [MP] • [Ethiopia Pack] Fixed an issue where Menelik would not be available for base game multiplayer scenarios. • Fixed an issue that caused graphical corruption on the UI overlay after playing in Pirates multiplayer when loading a Single Player save. [CRASHES] • Fixed a crash caused by the delayed death of Spies. • Fixed a crash that would sometimes occur when Barbarian Clans converted to City-States. • Fixed various crashes.
[ALL] • Fixed an issue where the highlight does not cycle when navigating jersey colors in Advanced Setup. • Fixed text that was misaligned in the Select Natural Wonders menu. • Fixed multiple locations throughout the game where the text would overrun. • Fixed an issue where tooltips cannot be toggled for leader icons in the right tray in the Pirates Scenario. • Fixed an issue where an incorrect tooltip is present on the Previously Recruited tab when attempting to purchase with faith in the Heroes and Great People menu. • Fixed an issue where the text alignment of “Game Random Seed” and “Map Random Seed” was offset in the Advanced Setup menu. • Fixed an issue where the HUD Ribbon does not open correctly for players in Hot Seat games if a player changes the Show Yields in HUD Ribbon option during the game. • Fixed multiple locations where text would overlap other items. • Fixed instances where text and icons could appear small in various game locations. • Fixed an issue where the "Created By" text on the Heroic Relic pop-up displays as "Created By Tribal Villages" in certain languages during a Heroes and Legends game. [PS4 & XB1] • Fixed an overlapping issue with the Gossip menu in Russian. • Fixed an issue where the title "American Empire: Teddy Roosevelt (Rough Rider)" overlapped the scroll bar on the Leader loading screen in Polish. • Fixed the titles for the "The Mask of Bahophet" and "Voice of Aiwass" achievements. • Fixed an issue where a close button prompt could be present on the World Rankings menu and the Treat with Tribe menu in Rise & Fall and Standard games. • Fixed an issue where the background stretches beyond the top edge of the Great Works menu. [SWITCH] • Fixed an issue where the text “CREW” overlapped the left thumb stick button icon in the unit panel in the Pirates Scenario. [XB1] • Fixed an issue where the Client does not join the Host when accepting an invite during the Ready Up Countdown in a Multiplayer lobby. • Fixed an issue where the term 'DLC' was present before certain downloadable content in non-English localizations on the Manage Game & Add-ons menu on Xbox. • Fixed an issue where the host hangs indefinitely after the client disconnects the LAN cable while pressing the "Ready to Join" button in the Multiplayer Staging Room on Xbox. • Fixed an issue where Gamer cards cannot be accessed when selecting gamertags on the Trade Posts section of the City Details menu. • Fixed various crash issues that could occur during gameplay or game setup. [PS4] • Fixed a crash that could occur when retiring.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
Civilization VI - February 2021 Game Update Available Now
We’re excited to announce the February 2021 Game Update is now available to all Civilization VI players.
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Included in this update is the new Barbarian Clans, the Leader Selection Pool and several balance adjustments and additional changes based on player feedback. Read on for the full list of what’s available in today’s free game update.
[NEW FEATURES] Barbarian Clans Game Mode A new game mode that adds diverse Barbarian groups and strategies. This game mode replaces standard Barbarian Tribes with Clans, with a variety of terrain and combat preferences. Additionally, the mode introduces new player actions for peaceful interactions with Barbarians that provide increased strategic options.
Every Clan can progress towards converting into a City-State. If the camp remains in play long enough and/or receives enough boosts from player actions, it will transform into a new City-State.
New Clans Types This mode includes seven types of Barbarian Clans. Each clan type has its own preferred range of units to field and requires a different set of map conditions in order to appear. In addition to their normal units, clans also have the ability to field Unique Units from Civs that were not selected during game setup. · Flatland Clan – Prefers to place their Outposts in open terrain away from woods and hills. They prefer a balance of melee units for attack and ranged units for defense. · Woodland Clan – Prefers to place their Outposts in or adjacent to woods and rainforests. They prefer greater numbers of ranged units than melee units and use them for both attack and defense. · Hills Clan – Prefers to place their Outposts on open terrain with hills. They strongly prefer melee units, even to the point of excluding ranged units completely. · Rover Clan – Require a nearby Horse resource and prefer to place their Outposts in open terrain away from woods. They prefer as many mounted units as possible, using both light and heavy cavalry for attack and defense. · Chariot Clan – Require a nearby Horse resource and prefer to place their Outposts in the desert. They prefer mounted vehicles and light cavalry in all roles, rarely using ranged units at all. · Jungle Clan – Requires a nearby Ivory resource and prefer to place their Outposts inside rainforests. They prefer a mixture of light and heavy cavalry units supported by foot and ranged units. · Seafaring Clan – Always place their Outposts on coastal plots. They defend their Outposts with land-based anti-cavalry units, but otherwise they exclusively use naval melee and naval ranged units for scouting and attacking.
New Unit Commands Combat units that enter a Barbarian Outpost do not automatically destroy it. Instead, they can choose from two new unit commands to deal with the clan. · Disperse Clan – Destroy the clan completely and earn experience points for the dispersing unit. · Raid Clan – Player is rewarded with Gold and the clan’s progress towards City-State conversion is reduced, but the Outpost is not destroyed. Raided clans gain immunity to raids for a short duration and spawn a defender unit in reprisal the same turn.
New Player Commands Players can take peaceful or diplomatic actions with Clans. To initiate one of these interactions, players will need to click on the map banner over the Outpost. · Hire Clan – Spend Gold to permanently purchase the best military unit the clan can currently train. The clan will gain progress towards City-State conversion. · Ransom Unit from Clan – Spend Gold to recover a civilian unit captured by the clan. Clans that ransom units lose progress towards City-State conversion. · Bribe Clan – Spend Gold to expel units from your territory and prevent them from targeting your cities for a number of turns. The clan will gain progress towards City-State conversion. · Incite Clan – Spend Gold to encourage the clan to raid and attack the cities of another civilization. The clan will lose progress towards City-State conversion.
Leader Selection Pool · The Leader Selection Pool is a new advanced option that allows players to create 2 custom pools of leaders for their single and multiplayer games. What this does is allow players to create lists of leaders that can be chosen by others, or by the AI. For instance, you might want to have one group of leaders for your friends in an online game, and then restrict the AI to a different set of leaders. This still allows for some randomness - you could create a list of leaders that you haven't seen before, a list of non-aggressive leaders for a peaceful game, or all the warmongers for a real brawl.
[BALANCE/POLISH] General updates · [Maya and Gran Colombia Pack] Fixed an issue where the Basilikoi Paides Barracks replacement was not properly applying the combat strength increase for Lahore's Nihang unit. · [Base game, Rise and Fall] The Llanero [Maya and Gran Colombia] and Oromo Cavalry [Ethiopia Pack] no longer require a strategic resource in order to train. · [Gathering Storm] Earth Goddess now gives 1 Faith for Breathtaking tiles. · Fixed an issue where the Coastal Raid unit action was not properly raiding coastal plots with support units on them. · Fixed an issue where games with 20 civs and 24 City-States would start without a Free Cities player, making rebellions from loyalty impossible.
Natural Wonder updates Cliffs of Dover gives 3 Gold, 3 Culture, 2 Food. Crater Lake gives 5 faith instead of 4. Lysefjord gives +1 Production to adjacent tiles. Giant's Causeway provides +1 Culture to adjacent tiles. The Campus now receives a major adjacency for the Great Barrier Reef. [Maya and Gran Colombia Pack] Removed the Major Adjacency bonus for the Theater Square and Commercial Hub from Paititi.
Buildings update Arena and Tlachtli buildings provide +2 Amenities. [Rise and Fall, Gathering Storm] Ferris Wheel now provides +2 Amenities. [Rise and Fall, Gathering Storm] Audience Chamber now provides +2 Amenities and +4 Housing. [Rise and Fall, Gathering Storm] Add the Water Park building to Toronto (Rise and Fall) and Mexico City (Gathering Storm).
Red Death · Removed non-functional map options such as resources, start positions, and temperature from Game Setup menu as they don’t apply to Red Death.
Ethiopia Pack · Fixed an issue where extra Great Work slots on a building would disappear when a bank created by a Great Merchant would be replaced by the Gilded Vault during Secret Societies mode gameplay.
Byzantium and Gaul Pack · Fixed an issue where the Culture Industry Golden Policy card would provide +25% Production to specialty districts when it should only apply to non-specialty districts.
Pirates · Fixed an issue where players could spam tavern visits on the same turn. · Fixed an issue where the City Banner tooltips would display incorrect text when viewing the “Sack City” and Visit Tavern” tooltips.
Vietnam and Kublai Khan Pack · [Babylon Pack] Hero ability “Maui’s Inventions” will now only spawn a random resource that already exists in the world to prevent players from being granted a Monopoly on a single resource. · Fixed an issue causing redundant failure messages for Corporation creation. · Fixed an issue causing Kublai Khan’s agenda to not count negative modifiers towards military power. · Fixed a crash that would occur when a player tried to steal a Corporation from another player.
[MP] · "No and stop asking" responses are disabled when human opponents engage in diplomatic options with the player during Multiplayer gameplay. · Improved matchmaking.
[AI] · AI has bigger bias towards building air units. · AI will use better formations for air units. · AI will have more aircraft ready. · AI will more efficiently use anti-air against aircraft. · AI will place a larger value on trades that include strategic resources needed to build air units. · AI is more likely to make a deal for strategic resources related to air units. · Increase AI’s desire to engage in the Culture race. · Strengthened bias against building too many spaceports. · AI will not build units that require an ongoing resource they don’t have. · Fixed an issue where the AI would offer more Gold per turn than intended for low value items.
[UI] · Fixed an issue where a Civilization’s data would be erased from the CO2 Levels Global Contribution graph after they were removed from the game. · Fixed an issue where “Sleep” icons were missing from the Unit List in the World Tracker. · Various text updates
[CONSOLE] [ALL] · Fixed an issue where the Defeat screen buttons would not function if player was defeated before another player settles a city in multiplayer. · Fixed a wooden border that was present in the Global Resource Report screen. · Fixed an issue that would cause the Great People menu to be overlapped by the Notifications menu. · Fixed an issue with an extra symbol being present in the Purchase with Gold tooltip. · Fixed an icon for Taoism being displayed as the Mongolia icon for China in the Path to Nirvana Create game menu. · Fixed a crash that could occur after a desync in multiplayer. · Fixed a crash that could occur when progressing through gameplay during late game. · Fixed an issue where a message prompt does not appear when setting the number of City-States in the Single Player Create Game menu. · Fixed an issue where Great People tooltips display on the Heroes tab of the Heroes & Great People menu. · Fixed a temporary hang that could occur when starting a game after launch.
[PS4 & XB1] · Fixed a redundant banner that could appear during a Rise and Fall ruleset game.
[SWITCH & PS4] · Fixed an overlapping issue in the Create Game menu with the Game Random Seed and Map Random Seed text.
[SWITCH] · Fixed an issue that would cause the right tray expand button was not present when Joy-Cons are not attached. · Fixed a City Recommendation tooltip that would not display when toggling tooltips.
[XB1] · Fixed a crash that could occur when loading into a multiplayer game after joining a friend’s game.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
CIVILIZATION VI - VIETNAM & KUBLAI KHAN PACK AVAILABLE NOW
We’re excited to announce the Vietnam & Kublai Khan Pack is available now, as part of the New Frontier Pass or as an individual $8.99 purchase.
Today’s release of the Vietnam & Kublai Khan Pack is the fifth in a planned series of premium updates for Civilization VI that we’re calling the New Frontier Pass. If you purchase the New Frontier Pass, you’ll also get the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs.
Here are the full update notes:
[Kublai Khan and Vietnam Pack]
[New Features]
Civilization: Vietnam
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Unique Ability – Nine Dragon River Delta
All land specialty districts can only be built on Rainforest, Marsh, or Woods. Receive the following yields for every building on these features: +1 Culture in Woods, +1 Science in Rainforest and +1 Production in Marsh. Woods can be planted with the Medieval Faires civic.
Unique Unit - Voi Chiến
Vietnamese unique Medieval era ranged unit that replaces the Crossbowman. These units have additional movement and can move after attacking. They are also stronger when defending, more expensive, and have greater sight.
Unique District - Thành
A district unique to Vietnam which replaces the Encampment. +2 Culture for each adjacent district. After Flight is researched, receive Tourism equal to the Culture output. This district does not require population, is cheaper to build, cannot be built adjacent to the city center, and is not considered a specialty district.
Leader: Bà Triệu
Ability – Drive Out the Aggressors
+5 Combat Strength for units fighting in Rainforest, Marsh, and Woods tiles. +1 Movement if they begin their turn there. Both of these bonuses are doubled if the tile is your territory.
Agenda – Defender of the Homeland
Likes Civilizations that have not declared war on her. Dislikes Civilizations that have declared war on her. Will hold a permanent grudge against any civ that declares war on her.
Leader: Kublai Khan
Kublai Khan can be selected as a leader for China or Mongolia.
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Ability – Gerege
One extra Economic Policy Slot in any government. Receive a random Eureka and Inspiration when establishing a Trading Post in another Civilization's city for the first time.
Agenda – Pax Mongolica
Likes civilizations that have both a strong military strength and Gold per turn. Dislikes civilizations that are weak in Gold per turn and military strength.
Monopolies and Corporations Game Mode
The Monopolies and Corporations mode enables you to build profitable Industries around Luxury resources, found Corporations to further their development, and manufacture unique Products to secure your place in capitalist history. Monopolies on resources grant the player additional Gold and Tourism, based on the number of resources controlled and the number of foreign trading partners. By controlling 2 or more of a specific Luxury resource and having the Currency tech researched, players can establish an Industry around that resource by having their Builder construct a special improvement, which gives bonuses unique to the resource to the host city. Controlling 3 of the same resource and having the Economics tech researched allows your Great Merchants to create a powerful Corporation by constructing a special improvement on top of the Industry.
Corporations double the Industry effect in its host city, and they have the added ability to create Products based on the resource they are founded on. Products award the Industry effect in any city where the product resides. Like Great Works, Products must be slotted into certain buildings.
Citrus: +30% Production discount on military units.
Cocoa: +20% Growth in city, +3 Housing
Coffee: +20% Culture yield in city.
Cotton: +30% Production discount on military units.
Diamonds: +25% Gold yield in city
Dyes: +25% Faith yield in city
Furs: +30% Production discount Civilian units.
Gypsum: +30% Production discount on Buildings
Incense: +25% Faith yield in city
Ivory: +30% Production discount on military units.
Jade: +25% Gold yield in city
Marble: +30% Production discount on Buildings
Mercury: +15% Science yield in city
Salt: +20% Growth in city, +3 Housing
Silk: +20% Culture yield in city
Silver: +25% Gold yield in city
Spices: +20% Culture yield in city
Sugar: +20% Growth in city, +3 Housing
Tea: +15% Science yield in city
Tobacco: +30% Production discount on military units.
Truffles: +25% Gold yield in city
Wine: +20% Culture yield in city
Amber: +25% Faith yield in city
Olives: +30% Production discount Civilian units.
Honey: +20% Growth in city, +3 Housing
Pearls: +25% Faith yield in city
Whales: +30% Production discount on military units.
Turtles: +15% Science yield in city
New District
Preserve District
Unlocks with Mysticism. Grants up to 3 housing based on Appeal. Culture bombs adjacent neutral tiles, and increases their Appeal by 1.
Grove (Preserve building)
Grants +1 Food and +1 Faith to adjacent unimproved Charming tiles. Increased to +2 Food, +2 Faith, and +2 Culture for adjacent unimproved Breathtaking tiles.
Sanctuary (Preserve building)
Grants +1 Science and +1 Gold to adjacent unimproved Charming tiles. Increased to +2 Science, +2 Gold, and +2 Production for adjacent unimproved Breathtaking tiles
Free Game Update
[GAMEPLAY/BALANCE]
General
Recruit Partisans spy operation can no longer be started if the Neighborhood is pillaged. In the case where there happen to be multiple Neighborhoods, the operation is disallowed if any of them are pillaged.
Byzantium and Gaul Pack
Fixed a bug where any unit becomes able to melee attack walls at full strength after Byzantium builds at least 1 Cavalry-class unit.
Babylon Pack
Hero Relics will appear in the next available city if a Hero’s home city is full.
Fixed an issue where claiming any Hero would unlock the Steel-Driving Man achievement.
Fixed an issue causing Hero antiquity sites to spawn in mountains.
Fixed an issue where Hercules’ Rage could be used on a wonder.
Fixed an issue where Heroes would return to ancient era strength after loading a save.
Fixed an issue where the Hero Killed popup would not display after a Hero was killed by an enemy.
Fixed an issue where the player could get multiple free technologies from building the Mahavihara after repeatedly becoming the suzerain of Nalanda.
Pirates
Players can no longer coastal raid their own improvements.
Reworked how unit waves are refreshed so they refresh properly when the local player changes.
Treasure fleets will no longer spawn in cities while a player’s units are nearby.
Clearing a Buccaneer camp rewards Infamous Pirate points instead of treasure points.
Edited scoring description to clarify when actions apply to land or sea units.
Fixed an issue where removing the Bonny Brace of Pistols relic would break a unit’s move-and-attack promotion.
Red Death
Raider Zombie Hordes now suffer from zombie decay and can create additional zombie hordes through combat kits. Allow Supply Drops, Grieving Gifts, and Improvised Traps to be placed on floodplains. Various text updates.
[UI]
A popup has been implemented when an invalid combination of parameters is selected in Advanced Setup.
Fixed an issue where the deal table UI would appear with incorrect and overlapping buttons.
Fixed an issue with inconsistent menu functionality occurring when meeting a civ and discovering a natural wonder at the same time.
Fixed an issue where making an Alliance with an AI caused other Deal buttons to stop functioning.
Fixed an issue where an "Are You Sure" prompt would fail to appear when selecting the "Stop Asking" diplomacy option after receiving Diplomatic Interactions from the AI during gameplay.
Modified end game graph to appropriately be displayed based on selected resolution.
Various text updates
[AI]
Fixed an issue where the AI would make invalid trades. Raised priority of aircraft for AI Improved use of aircraft in combat for AI
[MULTIPLAYER]
Fixed a hang that could occur if a player paused the game while other players were submitting World Congress choices.
[CRASHES]
Fixed a crash that would sometimes happen when building a Harbor District next to a city. Fixed various crashes
[Console]
[All]
Fixed an issue where text is small in various locations throughout the game.
Fixed an issue where the title could hang for an extended period of time when a user enters the next turn in a multiplayer game.
Fixed an issue where the “Loading, please wait…” appears small right after selecting Play Now.
Fixed an issue where the Technology Tree or Civics Tree filter list overlaps the Pause Menu
Fixed an issue where the “Treasure Located!” Notifications doesn’t disappear after the treasure is plundered in the Pirates scenario.
Fixed an issue where the Pirate Relics menu displays behind the notification panel in the Pirates scenario.
Fixed an issue where selecting the Infamous Pirate Spotted notification does not pan the camera to the infamous pirate tiles in the Pirates scenario.
Fixed an issue where the left tray would overlap the Crew Morale in the Pirates scenario.
Fixed an issue where the number of Diplomatic Favor and Gold an opponent has is not present in the trade menu after changing relationships with that Civilization
Fixed an issue where the Turn until Established and Loyalty icons are present on Secret Societies Governor panels on the Governors menu.
Fixed an issue where an extra symbol appears on the Secret Societies Governor’s portrait.
Fixed an issue where some resource icons are misaligned in the Reports menu.
[Switch]
Fixed an issue where the text would overlap on the Great People menu in some localizations.
Fixed an issue where the background of the Governors menu appears corrupt.
Fixed an issue where the tooltips overlap in the right tray when the Show Yields in HUD Ribbons is set to Always Hide [off] in the Pirates scenario.
Fixed an issue with text overrunning the spaces provided in various locations throughout the game.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
CIVILIZATION VI - FIRST LOOK: KUBLAI KHAN
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Kublai Khan reigned from 1260 to 1294 AD and created an empire that ran from the Korean Peninsula to the edges of modern-day Baghdad. He was the ruler of the Mongolian Empire and founded the Yuan Dynasty in China, serving as Emperor.
Leader Unique Ability: GEREGE
Kublai Khan’s unique ability, “Gerege,” provides one extra Economic policy slot in any government. It also grants a random Eureka and Inspiration when establishing a Trading Post in another civilization’s city for the first time.
We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums, and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
Bà Triệu, also known as Triệu Thị Trinh or Lady Triệu, fought against the occupation of northern Vietnam by the Wu Kingdom in the early 200s AD. Wearing bright golden armor and wielding a sword in each hand, she became known--and feared--as “The Lady General Clad in Golden Robe.”
Leader Unique Ability: DRIVE OUT THE AGGRESSORS
Bà Triệu’s unique ability, “Drive Out the Aggressors,” provides additional Combat Strength for units fighting in Rainforest, Marsh, or Woods tiles; this bonus is further increased for tiles owned by Vietnam. Beginning a turn in Rainforest, Marsh, or Woods also provides additional Movement, which is also further increased for tiles owned by Vietnam.
Unique Unit: THE VOI CHIẾN
Vietnam features the unique Medieval era ranged unit, the Voi Chiến. This unit can move after attacking and has additional Movement. It is more expensive than the Crossbowman unit it replaces, but is stronger when defending and has greater sight.
UNIQUE DISTRICT - THE THANH
This district offers additional Culture for each adjacent district. Once Flight is researched, the district generates Tourism equal to its Culture output. It does not require Population and is cheaper to build than the Encampment district it replaces.
We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums, and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
CIVILIZATION VI - JANUARY 2021 DLC COMES TO NEW FRONTIER PASS ON JANUARY 28th
Hello, Civilization fans! We’re excited to reveal the first details on the fourth content drop, coming to the New Frontier Pass on January 28th.
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This pack features two new civilizations and leaders, a new game mode and a new district.
Look for more info on all the new content as we approach launch on January 28th.
We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.