TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Sid Meier’s Civilization® VI 

 

Developer

 Firaxis 

 

Publisher

 2K 

 

Tags

 

Singleplayer 

 

Multiplayer 

Release

 2016-10-20 

 

Steam

 8,99€ 7,49£ 8,99$ / 85 % 

 

News

 152 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 43467 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/289070 

 

How long to Beat

Main Story

 20 Hours 

 

Main Story + Extras

 64 Hours 

 

Completionist

 67 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 2,000,000 .. 5,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 3311  

Average playtime (last 2 weeks)

 784 

Median playtime (forever)

 1192 

Median playtime (last 2 weeks)

 893 

Public Linux depots

 Linux Content [854.11 M] 


 Linux Exe [18.34 G] 


 Linux DLC Aztec Civ Pack [21.24 K] 


 Linux DLC 01 [67.03 M] 


 Linux DLC 02 [44.3 M] 


 Linux DLC 03 [49.99 M] 


 Linux DLC 04 [2.82 M] 


 Linux DLC 05 [61.77 M] 


 Linux DLC 06 [166.71 M] 


 Linux Expansion1 [7.68 G] 


 Linux Expansion2 [4.39 G] 


 Linux Runner [1.3 G] 


DLC

 Sid Meier's Civilization® VI: Vikings Scenario Pack 


 Sid Meier's Civilization® VI: Poland Civilization & Scenario Pack 


 Sid Meier's Civilization® VI: Australia Civilization & Scenario Pack 


 Sid Meier's Civilization® VI: Persia and Macedon Civilization & Scenario Pack 


 Sid Meier's Civilization® VI: Nubia Civilization & Scenario Pack 


 Sid Meier's Civilization® VI: Khmer and Indonesia Civilization & Scenario Pack 


 Sid Meier's Civilization® VI: Rise and Fall 


 Sid Meier's Civilization® VI: Gathering Storm 


 Sid Meier's Civilization® VI: Maya & Gran Colombia Pack 


 Sid Meier's Civilization® VI: Ethiopia Pack 


 Sid Meier's Civilization® VI: New Frontier Pass 


 Sid Meier's Civilization® VI: Babylon Pack 


 Sid Meier's Civilization® VI: Vietnam & Kublai Khan Pack 


 Sid Meier's Civilization® VI: Portugal Pack 


 Sid Meier’s Civilization® VI: Leader Pass 




LINUX STREAMERS (0)




Civ VI | March Challenge of the Month

Today we're excited to share that the next monthly Civilization VI challenge, Ides of March, is now live for the Steam version of the game on PC. This challenge can be attempted at either Prince or Emperor difficulty.

For a limited time, challenges like this one afford you an opportunity to test your skills as a specific leader in a unique scenario. The first time you successfully complete each challenge, you'll earn yourself a new in-game Hall of Fame Badge.

To play the current challenge between March 12 and April 9, go to the main menu in-game and click on "Ides of March - Challenge of the Month." Note that if you don't own any of the DLC featured in the challenge, you will be granted free trial access to it for use in the challenge so you don't miss out.

We'll update this page with details on upcoming challenges as they become available.

[h3]CURRENT EVENT
[/h3]
CHALLENGE 5: IDES OF MARCH

The Fall of Rome is imminent! As Caesar, do you have what it takes to snatch victory from the jaws of defeat? You've already conquered much of the world, but every civilization that remains now unites against you, and your armies are stretched too thin to defend your empire on every front.

There are difficult choices to be made between now and April 9 when this event ends. Other civilizations' attacks demand your attention, but you also can't afford to ignore the threats posed by barbarians, famine, and natural disasters.

Game Parameters

Mode: Secret Societies
Difficulty: Prince / Emperor
Victory: Any Except Score
Speed: Epic
Player Leader: Caesar
Map Type: Custom
Map Size: Standard
RuleSet: Gathering Storm
Start Era: Classical
Resources: Standard
World Age: Standard
Start Position: Standard
Temperature: Standard
Rainfall: Standard
Sea Level: Standard


Add Julius Caesar and Scout Cat to Civilization VI!*

Link your 2K Account to the account of the same platform that you use to play Civilization VI (excluding Android) to add one of history's greatest military commanders to the game's roster. Linking your 2K Account also unlocks the option to replace your Scouts' trusty canine companions with clowders of cat explorers!

*Requires an internet connection, and a 2K Account linked to the account of the same platform used to play Civilization VI the game. 2K Accounts are free. One per account. Void where prohibited. Terms apply.

NOTE: Civilization VI's ESRB interactive Elements have been changed and "in-game purchases has been added.

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK

[h3]HELPFUL RESOURCES
[/h3]
Julius Caesar Overview

For tips on how to complete the Ides of March challenge, check out this short video detailing the unique abilities and units of the Roman civilization and its leader, Caesar.

https://www.youtube.com/watch?v=fHzG7NRubqQ

How to Use Your Army

Looking for advice on how to successfully maintain and manage a strong military for this month's challenge? The development team has you covered.

https://www.youtube.com/watch?v=YKPz4DuDZAI


[ 2024-03-12 19:36:56 CET ] [ Original post ]

Civ VI | February Challenge of the Month

Today we're excited to share that the next monthly Civilization VI challenge, The Head of Cyrus, is now live for the Steam version of the game on PC. This challenge can be attempted at either Prince or Emperor difficulty.

For a limited time, challenges like this one afford you an opportunity to test your skills as a specific leader in a unique scenario. The first time you successfully complete each challenge, you'll earn yourself a new in-game Hall of Fame Badge.

To play the current challenge between February 13 and March 12, go to the main menu in-game and click on "The Head of Cyrus - Challenge of the Month." Note that if you don't own any of the DLC featured in the challenge, you will be granted free trial access to it for use in the challenge so you don't miss out.

[h3]CURRENT EVENT
[/h3]
CHALLENGE 4: THE HEAD OF CYRUS

This Valentine's Day, Cyrus the Great has proposed to you, the Scythian queen Tomyris. Respond in the only way you know how - with a beheading. Peace is not an option and war is the only way to preserve your unwedded bliss.

Curry favor with the Barbarian Clans of the arid lake to gain an army advantage, but be quick about it - this is going to get messy fast.

Game Parameters
Mode: Barbarian Clans
Difficulty: Prince / Emperor
Victory: Domination only
Speed: Online
Player Leader: Tomyris
Map Type: Inland Sea
Map Size: Duel
RuleSet: Gathering Storm
Start Era: Ancient
Resources: Standard
World Age: New
Start Position: Balanced
Temperature: Hot
Rainfall: Arid
Sea Level: Standard

NOTE: Civilization VI's ESRB interactive Elements have been changed and "in-game purchases has been added.

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK

[h3]HELPFUL RESOURCES
[/h3]
Scythia Overview

For tips on how to complete the Head of Cyrus challenge, check out this short video detailing the unique abilities and units of the Scythia civilization and its leader, Tomyris.

https://www.youtube.com/watch?v=3PfDkGcSNE0

Barbarian Clans Overview

Familiarize yourself with Barbarian Clans mode by watching this video in which members of the development team discuss its unique features.

https://www.youtube.com/watch?v=CN1BSmoFeUI


[ 2024-02-13 20:40:00 CET ] [ Original post ]

Civ VI | January Challenge of the Month

Today we're excited to share that the next monthly Civilization VI challenge, Robot Revolution, is now live for the Steam version of the game on PC. As with the previous challenge, Robot Revolution can be attempted at either Prince or Emperor difficulty.

For a limited time, challenges like this one afford you an opportunity to test your skills as a specific leader in a unique scenario. The first time you successfully complete each challenge, you'll earn yourself a new in-game Hall of Fame Badge.
To play the current challenge between January 9 and February 13, go to the main menu in-game and click on "Robot Revolution - Challenge of the Month." Note that if you don't own any of the DLC featured in the challenge, you will be granted free trial access to it for use in the challenge so you don't miss out.

[h3]CURRENT EVENT[/h3]

CHALLENGE: ROBOT REVOLUTION
Do you have what it takes to ensure your civilization's survival for 100 turns in a frozen, post-nuclear future? From now until February 13, you've got the chance to prove it. Oh, and did we mention the robots?

Resources are sparse, disasters are intense, and Giant Death Robots are a constant threat. Your memory of life before the robot takeover is fading, but parts of the world are still known to you. As the Prime Minister of Canada, Wilfrid Laurier, will you scour the frozen wasteland for resources and remnants of the old world, or hunker down and hope to outlast your opponents?

Game Parameters
Mode: Custom with roaming Giant Death Robots
Difficulty: Prince / Emperor
Speed: Standard
Player Leader: Laurier
Map Type: Tilted Axis
Map Size: Small
RuleSet: Gathering Storm
Start Era: Information Era
Resources: Sparse
World Age: Old
Start Position: Balanced
Temperature: Cold
Rainfall: Arid
Sea Level: High

NOTE: Civilization VI's ESRB interactive Elements have been changed and "in-game purchases has been added.

Join the official Civilization Newsletter to stay up-to-date on Civ News!


[h3]HELPFUL RESOURCES[/h3]

Canada Overview
For tips on how to complete the Robot Revolution challenge, check out this short video detailing the unique abilities and units of the Canadian civilization and its leader, Wilfrid Laurier.

[previewyoutube=eg0PYsWK1dc;full][/previewyoutube]


[ 2024-01-09 20:00:40 CET ] [ Original post ]

Civ VI | December Challenge of the Month

To play the current challenge between December 12 and January 9, go to the main menu in-game and click on "Seven Seas - Challenge of the Month." Note that if you don't own any of the DLC featured in the challenge, you will be granted free trial access to it for use in the challenge so you don't miss out.

The second of these challenges, Seven Seas, is now live, andbased on feedback from the first challengecan be attempted at either Prince or Emperor difficulty. We'll update this page with details on upcoming challenges as they become available.

[h3]CURRENT EVENT[/h3]

CHALLENGE 2: SEVEN SEAS
The continents have been consumed by oceans. Civilizations persist, scattered across the mountainous islands that remain, but for some it will prove nigh impossible to thrive in this unfamiliar environment.

Playing as the Norwegian leader Harald Hardrada, you find yourself at an advantage. You've already explored most of the ocean, your Viking Longships are unrivaled in naval combat, and you have the unique ability to pillage your enemies' coastal tiles. During the Seven Seas challenge, played in Heroes & Legends mode, the victory condition you pursue is entirely up to you. That sea air sure smells like Domination, though!

[b]Game Parameters[/b]
Mode: Heroes & Legends
Difficulty: Prince / Emperor
Speed: Standard
Player Leader: Hardrada (Konge)
Map Type: Island Plate
Map Size: Large
RuleSet: Gathering Storm
Start Era: Classical
Resources: Standard
World Age: New
Start Position: Standard
Temperature: Standard
Rainfall: High
Sea Level: High

NOTE: Civilization VI's ESRB interactive Elements have been changed and "in-game purchases has been added.[i][/i]

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK

[h3]HELPFUL RESOURCES[/h3]

Norway Overview
For tips on how to complete the Seven Seas challenge, check out this short video detailing the unique abilities and units of the Norwegian civilization and its leader, Harald Hardrada.

[previewyoutube=onb-hdjuNbU;full][/previewyoutube]


Heroes & Legends Details
If you're unfamiliar with the Heroes & Legends mode that the Seven Seas challenge is played in, this video introduces some of the mode's recruitable legendary figures along with their unique and powerful abilities.

[previewyoutube=EyLmqlvgdBI;full][/previewyoutube]






[ 2023-12-12 20:00:38 CET ] [ Original post ]

Civ VI | November Challenge of the Month

Today we're excited to share that we've introduced all-new monthly challenges to the Steam version of Civilization VI. For a limited time, each of these challenges will afford you an opportunity to test your skills as a specific leader in a unique scenario. The first time you successfully complete each challenge, you'll earn yourself a new in-game Hall of Fame Badge.

To play the current challenge, go to the main menu in-game and click on "Age of Abundance - Challenge of the Month."

The first of these challenges, The Age of Abundance, is already live. We'll update this page with details on upcoming events as they become available.

[h3]CURRENT EVENT[/h3]

EVENT 1: THE AGE OF ABUNDANCE

The Age of Abundance is upon us! From now until December 12, test your leadership skills in the first of our new series of in-game events by achieving a Culture Victory as the Greek politician and general, Pericles.

You start with two cities and 1000 gold, close to valuable resources, and on the exact same map as other Civilization VI players around the world. There are no barbarians to interfere with your plans, so the fate of Greece's cultural legacy is entirely in your hands. Good luck!

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK


[ 2023-11-15 01:05:42 CET ] [ Original post ]

Tune In For Creator Game Night #3

The Civilization series is 32 years old this month! To mark the occasion, we've partnered with The Civ Show to host three Civ Creator Game Nights, the last of which will be live on Twitch, YouTube, and Facebook on Tuesday. The creators joining us to wage war during Domination Week include the brilliant strategist Potato McWhiskey, renowned empire builder Ursa Ryan, armchair admiral Daltos, and cunning commander The Spiffing Brit!

Stream #3 - 10am PT / 1pm ET / 6pm BST, September 26
DOMINATION WEEK
Creators: Potato McWhiskey, Ursa Ryan, Daltos, The Spiffing Brit
Leaders: Shaka Zulu, Teddy Roosevelt (Rough Rider), Suleiman, John Curtin

In case you missed the previous streams, you can watch them via the links below:
Stream #2: INDUSTRIAL REVOLUTION WEEK with Boesthius, SassyGamerLady, Tealful, and Paisley Trees
Stream #1: WONDER/CULTURE WEEK with OnSpotTV, Lumba3go, TheGameMechanic, and whiteandnerdytv


[ 2023-09-26 17:00:33 CET ] [ Original post ]

Tune In For Creator Game Night #2

The Civilization series is 32 years old this month! To mark the occasion, we're partnering with The Civ Show to host three Civ Creator Game Nights, which will be streamed on Twitch, YouTube, and Facebook. Each week, four popular Civ content creators will face off against each other in a multiplayer game of Civilization VI.

On last week's stream, creators OnSpotTV, Lumba3go, TheGameMechanic, and whiteandnerdytv competed to see which of them could build seven Wonders first. The details for this week's stream are below:

Stream #2 - 10am PT / 1pm ET / 6pm BST, September 21
INDUSTRIAL REVOLUTION WEEK
Creators: Boesthius, SassyGamerLady, Tealful, Paisley Trees
Leaders: Abraham Lincoln, Menelik II, Age of Steam Victoria, Ludwig II


[ 2023-09-21 17:00:57 CET ] [ Original post ]

Tune In Today For The First Civ Creator Game Night

The Civilization series is 32 years old this month! To mark the occasion, we're partnering with The Civ Show to host three Civ Creator Game Nights, which will be streamed on Twitch, YouTube, and Facebook. Each week, four popular Civ content creators will face off against each other in a multiplayer game of Civilization VI. Leaders will be randomly chosen from a pre-selected pool, while a weekly theme will determine the starting era, gameplay mode, map type, and custom win condition.

Details for the first stream are below.

Stream #1 - 10am PT / 1pm ET / 6pm BST, September 14
WONDER/CULTURE WEEK
Creators: OnSpotTV, Lumba3go, TheGameMechanic, whiteandnerdytv
Leaders: Magnificence Catherine, Eleanor of Aquitaine, Ramses, Qin Shi Huang (Mandate of Heaven)

Stay tuned for details each week!

LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK


[ 2023-09-14 18:00:33 CET ] [ Original post ]

CIV VI: AUGUST 2023 UPDATE INCLUDES NEW LEADER ABILITIES

We're excited to announce that a new update is now available for the Steam version of Civilization VI. In addition to addressing some reported issues, this update also improves the Leader Abilities of some of the Leaders introduced in Civilization VI: Leader Pass.

Julius Caesar also benefits from an updated Leader Ability. If you haven't already, you can add him to your Civilization VI roster simply by linking your 2K Account to the account of the same platform that you use to play. Here are instructions on how to create and link a 2K Account.


[h3]LEADER ABILITIES[/h3]

Julius Caesar - Veni, vidi, vici
New: +300 Gold whenever you conquer a city for the first time or when you earn Gold from a Barbarian Outpost. The Gold becomes 500 after researching Metal Casting and 700 after Steel (on Standard Speed). When targeting Barbarians, receive +5 Combat Strength and always earn normal XP.

Old: Receive 200 Gold whenever you conquer a city for the first time or 100 Gold when you clear a Barbarian Outpost. These Gold amounts increase to 500 after you research Steel.

Wu Zetian - Manual of Entrapment
New: All Spies operate at 1 level higher. Whenever an offensive spy mission is successful, you also gain 100% of the Culture, Science, and Faith that the targeted city made that turn. Receive a free spy at Defensive Tactics and +1 Spy Capacity. You can purchase Spies with Faith.

Old: All offensive Spies operate at 1 level higher. Whenever an offensive spy mission is successful, you also gain 50% of the Culture and Science that the targeted city earned that turn. Receive a free Spy (and extra Spy Capacity) after discovering Defensive Tactics.

Harald Hadrada (Varangian) - Varangian Guard
New: (Base game) 75% discount on levying units, and all units pay 2 less Gold maintenance. +1 Influence Point per turn from the Stave Church.

Old: (Base game) 75% discount on levying units, and all units pay 2 less Gold maintenance.

New: (Rise and Fall & Gathering Storm DLCs) All units pay 2 less Gold maintenance. 75% Discount on levying units, and levied units receive Culture, Faith, and Science from kills equal to 50% of the opponent's Combat Strength. +1 Influence Point per turn from the Stave Church.

Old: (Rise and Fall & Gathering Storm DLCs) 75% Discount on levying units, and levied units receive Culture, Faith, and Science from kills equal to 50% of the opponent's combat strength.

Abraham Lincoln - Emancipation Proclamation
New: Industrial Zones give +2 Amenities and +3 Loyalty per turn, but your Plantations give -2 Loyalty per turn. Receive a free Melee unit after constructing Industrial Zones and their buildings. The free unit does not require resources when created or to maintain and receives +5 Combat Strength.

Old: (Base game) Industrial Zones give +2 Amenities. Receive a free Melee unit after constructing Industrial Zones and their buildings. The free unit does not require resources when created or to maintain and receives +5 Combat Strength.

Old: (Rise and Fall & Gathering Storm DLCs) Industrial Zones give +3 Loyalty per turn but your Plantations give -2 Loyalty. Receive a free Melee unit after constructing Industrial Zones and their buildings. The free unit does not require resources when created or to maintain and receives +5 Combat Strength.


[h3]AI UPDATES[/h3]


  • Changed Kongolese leader Nzinga Mbande's preferred settlement placement; she now dislikes foreign settlement a great deal more.
  • Fixed an issue that was preventing Barbarian attack forces from spawning properly on Immortal difficulty.



[h3]ACHIEVEMENTS[/h3]

  • Added Victory Achievements for Leaders introduced in Civilization VI: Leader Pass.
  • Abraham Lincoln can no longer complete the "A Man A Plan A Canal Panama" Achievement that requires you to build the Panama Canal as Teddy Roosevelt.



[h3]MISCELLANEOUS[/h3]

  • Fixed a reported issue that was preventing pillaged Dams from being repaired.
  • Fixed a reported issue with Ottoman Empire leader Suleiman's (Muhtesem) secondary agenda not working properly.






[ 2023-08-29 19:00:50 CET ] [ Original post ]

Celebrate Julius Caesar's Birthday in Civilization VI!

On this day, July 12, in 100 BC, Julius Caesar was born in Suburra, Italy. To celebrate, we'd like to remind you that you can add the birthday boy to your roster of playable Civilization VI leaders by linking your 2K Account to the Steam Account that you use to play. You can find instructions on how to create and link a 2K Account below.

[previewyoutube=fHzG7NRubqQ;full][/previewyoutube]
Unsurprisingly, Caesar's military prowess makes him ideally suited to aggressive play in pursuit of Domination Victories, which are achieved by conquering the original Capital city of every other civilization. Waging war on a global scale is expensive, so making the most of Caesar's unique "Veni, Vidi, Vici" leader ability is key. With it, you receive 200 Gold whenever you conquer a city for the first time, or 100 Gold when you clear a Barbarian Outpost. Once you research Steel, these Gold amounts both increase to 500!

How will you choose to lead as Julius Caesar on his birthday? Perhaps you want to recreate history by playing on the True Start Location Earth Huge map? Or maybe you want to mix things up by interacting peacefully with some Barbarians in Barbarian Clans mode? Regardless of how you choose to celebrate as Caesar, we hope you have fun and emerge victorious!

[h3]Setting up and linking a new 2K Account[/h3]
Signing up for a 2K Account is easy! Simply go to 2K Account Signup and register. Once youve completed the sign-up, link your Steam account and boot up Civilization VI. Once in the game, log into your 2K Account.

You can also sign up for a 2K Account in-game. Simply click on the 2K Account button in the bottom right-hand corner of the main menu, then follow the instructions to register a new account.

[h3]Linking an existing 2K Account[/h3]
If you already have a 2K Account, all you need to do is boot up Civilization VI and log in to your 2K Account via the button in the bottom right-hand corner of the main menu. Once your account is linked, restart Civilization VI to add Caesar to your roster of leaders.

*Offer available until November 24, 2024. Requires an Internet connection, a Steam copy of Civilization VI, and a 2K Account linked to the Steam account used to play the game. One per account. Void where prohibited. Terms apply.


[ 2023-07-12 19:00:17 CET ] [ Original post ]

Civilization VI - April 2023 Update Available Now

Hey, Civ fans! Civilization VI: Leader Pass is officially complete, and with it, were releasing a new update today for the PC version of Civilization VI. This small update resolves an issue where background music can stop during gameplay. iOS, Mac, and Xbox on Windows players can expect the update in the near future.

LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/


[ 2023-04-18 19:29:29 CET ] [ Original post ]

Civilization VI: Duel of the Devs Livestream

If you caught last month's Rulers of England livestream, you might recall that Civilization Franchise Lead Designer Ed "The Architect" Beach and Junior Designer Carl "Carlbarian'' Harrison are scheduled to go head-to-head in Civilization VI this Wednesday, April 12. The last time these historical heavyweights met was back in 2019, when Ed's Hungary emerged victorious against Carl's Canada. Will history repeat itself, or will Carl have his revenge? Tune in to the FiraxisGames Twitch channel at 10:00AM PT this Wednesday to find out!

Last time Ed and Carl met on the Civilization VI battlefield, Ed enjoyed a home-field advantage of sorts as he got to choose the Civilizations that he and Carl played with as well as the two AI Civilizations they shared the map with. For this week's rematch, Civilization selection is being handled a little differently.

Towards the end of the previous Firaxis livestream, Ed and Carl each chose four possible Civilizations from the Civilization VI: Leader Pass* for their opponent to play as, then the final selections were made via polls on the official Civilization Twitter account. As a result, Ed will be playing as Rome's Julius Caesar against Carl's Germany's Ludwig II. In the interests of time, the game will again be played on a small map with just two other Civilizations controlled by AI opponents.

Years from now, when you're asked where you were when The Architect fought Carlbarian for the second time, make sure you're among those who can honestly say that you were there. See you Wednesday!

*Base game required to access all Civilization VI: Leader Pass content and additional DLC packs required to access certain leaders and content included in the Leader Pass. Leader Pass is already included as part of the Civilization VI Anthology Edition. Terms apply. See


[ 2023-04-11 19:35:38 CET ] [ Original post ]

The Civilization VI Leader Pass is on Mac...in FULL!

With the release of the Rulers of England DLC pack, Civilization VI: Leader Pass** is now complete and available across Windows PC via Steam, Epic and Windows Store, MacOS via Steam and the Mac App Store, and iOS via the App Store. Civilization VI: Leader Pass adds 18 new playable leader selections to Civilization VI, offering players more ways to rule. For more details, visit www.civilization.com.

LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/


[ 2023-03-29 19:45:17 CET ] [ Original post ]

The Civilization VI Leader Pass continues - Meet the Rulers of England!

Sid Meiers Civilization VI Leader Pass* concludes with the Rulers of England pack. Each Leader Pass release contains brand new leaders decked out with inventive abilities, each designed to tease out clever new playstyles and challenge veteran CIV players in surprising ways. Youll also see a few familiar leaders, reinvented to represent them at a different stage on their journey through history. Forget the old ways and put your safe strategies to bedthe Civilization VI Leader Pass will forever change the way you rule.

The Rulers of England includes:


  • Elizabeth I
  • Harald Hardrada (Varangian)
  • Victoria (Age of Steam)


Elizabeth I constructed the foundations for the British Empire to come, but in her day, this was a desperate patchwork of privateers and spies amidst a world order dominated by other hostile powers. Tradings a tough gig.

Unique Leader Ability: Drake's Legacy

  • England's Trade Route Capacity is increased by 2 after acquiring your first Great Admiral. Trade Route to any city-state provide +3 Gold for every specialty district in the origin city. +100% Yields from Plundering Trade Routes.


Harald Hardrada (Varangian) takes on a new hue, reimagining the famed Norwegian at a different stage in his journey during a stint as a commander of the Byzantine Vangarian Guard.

Unique Leader Ability: Varangian Guard

  • Base Game: 75% Discount on Levying units and all units pay 2 less maintenance.
  • Rise and Fall + Gathering Storm: 75% Discount on Levying units and levied units receive Culture, Faith and Science From Kills equal to 50% of the opponents Combat Strength.


Victoria (Age of Steam) returns to CIV VI with a new focus. While her long reign marked great militaristic progress, which defined Victorias original CIV VI playstyle, she also ushered in great industrial change. Double down on industrial growth, get those cities hot and steamy.

Unique Leader Ability: Age of Steam

  • +10% Production in Cities for every Industrial Zone building in that city. +2 Production to all Strategic Resources.


LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK


[ 2023-03-29 19:00:15 CET ] [ Original post ]

Civilization VI: Rulers of England DLC Livestream with Firaxis

Later today, members of the Civilization VI: Leader Pass* development team, including resident historian Andrew Johnson, will be livestreaming gameplay from the Rulers of England** DLC releasing tomorrow. To watch the stream live, tune into the FiraxisGames Twitch channel at 11:00AM PT.

The sixth and final DLC pack included in the Civilization VI: Leader Pass, Rulers of England introduces three new leaders to the game: England's Elizabeth I, Norway's Varangian Harald Hardrada, and England's Age of Steam Victoria.

For more information on Civilization VI: Leader Pass, go to civilization.com, and for the latest updates be sure to follow Civilization on Twitter.

*Base game required to access all Civilization VI: Leader Pass content and additional DLC packs required to access certain leaders and content included in the Leader Pass. Leader Pass is only available on Steam, Epic, Mac App Store, and iOS, and is already included as part of the Civilization VI Anthology Edition. Terms apply. See https://civilization.com/news/entries/new-leaders-coming-to-civilization-vi/ for more info.

**Base game and Leader Pass required to access Rulers of England content.


[ 2023-03-28 18:00:31 CET ] [ Original post ]

Civilization VI March 15 Update Available Now

Greetings Civ fans! In addition to todays launch of Great Builders Pack as part ofCivilization VI: Leader Pass, were releasing a new update for the PC version ofCivilization VI! Mac and iOS players will receive the update in the near future, once all versions are synced back together with the release of the final Leader Pass pack.

This update automatically installs through Steam; if youre having trouble, please restart your Steam client.

MARCH 15, 2023 UPDATE NOTES


  • Significant quantity of crash and stability fixes
  • Nader Shahs Sword of Persia ability no longer applies to units when attacking Cities not at full health
  • Portugal and Tokugawa now show Faith modifiers in Trade Routes
  • Miscellaneous model and animation polish + text tweaks to earlier release of Leader Pass packs
  • Automatically migrate options, settings, logs, etc., location to AppData directory


For more information on Great Builders and other content packs included inCivilization VI: Leader Pass, head over tocivilization.com


[ 2023-03-15 18:30:02 CET ] [ Original post ]

The Civilization VI Leader Pass continues - Meet the Great Builders!

Sid Meiers Civilization VI Leader Pass* continues with the Great Builders Pack. Each Leader Pass release contains brand new leaders decked out with inventive abilities, each designed to tease out clever new playstyles and challenge veteran CIV players in surprising ways. Youll also see a few familiar leaders, reinvented to represent them at a different stage on their journey through history. Forget the old ways and put your safe strategies to bedthe Civilization VI Leader Pass will forever change the way you rule.

The Great Builders includes:


  • Sejong
  • Ludwig II
  • Theodora


[previewyoutube=tzpuaaVU32M;full][/previewyoutube]

Sejong** is one of if not the most productive and famous leaders of Koreas Joseon Dynasty, noted for invigorating Joseons infrastructure, science, and artistic life.

Unique Leader Ability: Hangul

  • ]When you complete your first Technology from a new Era, receive double your Science per turn as Culture.



Ludwig II was less interested in politics than in making the fairy tales of the region come to life. Known as The Swan King of the Catholic kingdom of Bavaria, it was under Ludwig that Bavaria lost its independence to Germany. Aspirational, but misguided.

Unique Leader Ability: Swan King

  • Wonders, even if not finished, receive +2 Culture for every adjacent District. All Culture adjacencies provide Tourism after discovering Castles.


Theodora*** was a former actress who rose to hold a powerful influence over her husband, the Emperor Justinian of the Byzantine Empire. She was instrumental in fortifying what would become Orthodox Christianity and in building the backbone of the Byzantines in an era of collapse elsewhere in the Empire.

Unique Leader Ability: Restorer of Icons

  • Holy Sites provide Culture equal to their adjacency bonus. Farms provide a Faith adjacency to Hippodromes and Holy Sites.



* Leader Pass content will be automatically delivered in-game as it is released.
** Requires New Frontier Pass and Byzantium & Gaul Pack to play
*** Requires Rise & Fall expansion to play

LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/

Join the official Civilization Newsletter to stay up-to-date on Civ News!:
[ 2023-03-15 18:00:00 CET ] [ Original post ]

Civ VI: Great Builders DLC Live Stream with PotatoMcWhiskey



Later today, members of the Civilization VI: Leader Pass* development team, joined by popular Civ content creator PotatoMcWhiskey, will be livestreaming gameplay from the Great Builders** DLC releasing tomorrow. To watch the stream live, tune into the FiraxisGames Twitch channel at 11:00AM PT.

The fifth of six DLC packs included in the Civilization VI: Leader Pass, Great Builders introduces three new leaders to the game: Byzantines' Theodora***, Korea's Sejong****, and Germany's Ludwig II.

For more information on Civilization VI: Leader Pass, go to civilization.com, and for the latest updates be sure to follow Civilization on Twitter.


*Base game required to access all Civilization VI: Leader Pass content and additional DLC packs required to access certain leaders and content included in the Leader Pass. Leader Pass is only available on Steam, Epic, Mac App Store, and iOS, and is already included as part of the Civilization VI Anthology Edition. Terms apply. See https://civilization.com/news/entries/new-leaders-coming-to-civilization-vi/ for more info.

**Base game and Leader Pass required to access Great Builders content.

***Requires Byzantium & Gaul content pack to play.

****Requires Rise and Fall expansion pack to play.


[ 2023-03-14 17:00:05 CET ] [ Original post ]

The Civilization VI Leader Pass continues - Meet the Rulers of the Sahara!

Sid Meiers Civilization VI Leader Pass continues with the Rulers of the Sahara pack*. Each Leader Pass release contains brand new leaders decked out with inventive abilities, all designed to tease out clever new playstyles and challenge veteran CIV players in surprising ways. Youll also see a few familiar leaders, reinvented to represent them at a different stage on their journey through history.

Rulers of the Sahara includes:


  • Ramses II
  • Cleopatra (Ptolemaic)
  • Sundiata Keita


Ramses IIs reign is Egypt at the height of its power - his exploits are audacious, whether those be in carving monuments out of the living rock, or in carving the kingdoms of his enemies. Here is the pride and might of the pharaoh made flesh.

Unique Leader Ability: Abu Simbel

  • Gain Culture equal to 15% of the construction cost when finishing Buildings and 30% when completing Wonders.


Cleopatra returns with a thematic focus on the Greek-speaking Ptolemaic dynasty, where Egypt formed the agricultural heart of the Mediterranean, and as such she brings a new leader ability that rewards food and culture pursuits over those of trade and gold.

Unique Leader Ability: Arrival of Hapi

  • Resources along floodplains receive +1 food and +1 culture. +1 appeal on floodplains instead of standard -1.


Sundiata Keita** founded the Malian Empire from the ashes of Wagadou. He was a royal exile, who despite struggling with physical infirmity became an accomplished hunter, orator, and, eventually, king. Here is Mali in its pre-Islamic, pre-Mansa Musa state, a story of a struggle against nature, conniving enemies, and oneself. And over these, the Lion of Mali reigns triumphant.

Unique Leader Ability: Sunjata

  • It costs 20% less gold to Recruit Great People and the Market gains 2 Great Writing slots. Great Works of Writing receive +4 Gold and +2 Production.


*Base game and Leader Pass required to access Rulers of Sahara content.[/i]

[i]**Requires Gathering Storm expansion to play.


LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK



[ 2023-02-16 19:01:01 CET ] [ Original post ]

The Civilization VI Leader Pass continues - Meet the Rulers of China!!

Sid Meiers Civilization VI Leader Pass continues with the Rulers of China pack. Each Leader Pass release contains brand new leaders decked out with inventive abilities, each designed to tease out clever new playstyles and challenge veteran CIV players in surprising ways. Youll also see a few familiar leaders, reinvented to represent them at a different stage on their journey through history. Forget the old ways and put your safe strategies to bedthe Civilization VI Leader Pass will forever change the way you rule.

Rulers of China includes:


  • Yongle
  • Wu Zeitan
  • Qin Shi Huan


Yongle built the foundation for Mings international system and rebuilt its infrastructure. As emperor, he didn't overindulge in luxuries, but sought and received tributes from dozens of other countries.


Unique Leader Ability: Lijia

  • All Cities receive projects where they can convert 50% of their Production into Food, Faith, or 100% if it is Gold. (Base + Rise and Fall + Gathering Storm).
  • Cities with 10 or more Population receive +2 Gold, +1 Science, and +1 Culture per turn for each Population in the city. (Gathering Storm + Rise and Fall)


Wu Zeitan was the only woman ever to sit on China's throne. She shifted the focus of power away from powerful families in favor of a more centralized bureaucracy and, by opening administrative examinations to all, moved Chinese politics towards a more meritocratic system.

Unique Leader Ability: Manual of Entrapment

  • All offensive Spies operate at 1 level higher. Whenever an offensive spy mission is successful, you also gain 25% of the Culture and Science that the targeted city earned that turn. Receive a free spy after discovering Defensive Tactics.


Qin Shi Huang is remembered as a warlord who unified China, even going so far as to standardize weights and measures, make Chinese writing uniform, and issue a new Imperial currency. He's also remembered for the creation of what we now know as the Terracotta Army, which was constructed to protect him in the afterlife.

Unique Leader Ability: Thirty-Six Stratagems

  • Melee units receive the Converts Barbarian Action. This action transforms Barbarian units into your units.


LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK





[ 2023-01-19 19:00:29 CET ] [ Original post ]

The Civilization VI Leader Pass continues - Meet the Great Commanders!

Sid Meiers Civilization VI Leader Pass* continues with the Great Commanders Pack**. Each Leader Pass release contains brand new leaders decked out with inventive abilities, each designed to tease out clever new playstyles and challenge veteran CIV players in surprising ways. Youll also see a few familiar leaders, reinvented to represent them at a different stage on their journey through history. Forget the old ways and put your safe strategies to bedthe Civilization VI Leader Pass will forever change the way you rule.

The Great Commanders includes:


  • Ieyasu Tokugawa
  • Nader Shah
  • Suleiman the Magnificent


Ieyasu Tokugawa was a brilliant military and peacetime strategist, the decisive winner of Japans chaotic Sengoku period, and the architect of the subsequent Edo period.

Unique Leader Ability: Bakuhan

  • Players with Rise and Fall or Gathering Storm expansions: International Trade Routes receive -25% Yield and Tourism, but Domestic Trade Routes provide +1 Culture, +1 Science, and +2 Gold for every Specialty District at the Destination. Cities within 6 tiles of Japan's capital are 100% loyal and after researching Flight receive +1 Tourism for every District.
  • Players without Rise and Fall or Gathering Storm expansions: International Trade Routes receive -25% Yield and Tourism, but Domestic Trade Routes provide +1 Culture, +1 Science, and +2 Gold for every Specialty District at the Destination. Cities within 6 tiles of Japan's capital receive +4 Amenities and after researching Flight receive +1 Tourism for every District.


Nader Shah*** emerged in the 18th century to re-establish Persia (as it is called in Greek, the locals always called their state Iran) in Central Asia. His rise was brutal but decisive, carving independence out for Iran away from Ottoman domination.

Unique Leader Ability: Sword of Persia

  • +5 Combat Strength against full Health Units.
  • Cities not founded by Nader Shah receive +2 Faith and +3 Gold on Domestic Trade Routes.


Suleiman the Magnificent****, as magnificent as ever, but with new abilities and agendas to allow for a unique approach to role-playing the legendary Sultan of the Ottoman Empire.

Unique Leader Ability: The Magnificent

  • +15% Science and Culture when in a Golden Age or Heroic Age.
  • +4 Combat Strength when not in a Golden Age or Heroic Age against Civs who are also not in a Golden Age or Heroic Age.


*Base game required to access Civilization VI: Leader Pass content. Some prior DLC required to play some content included in the Leader Pass.

**Base game required to access Civilization VI: Leader Pass Great Commanders content.
***Requires Persia & Macedon Scenario Pack to play.
****Requires Gathering Storm expansion to play.


LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK


[ 2022-12-15 19:00:21 CET ] [ Original post ]

Civilization VI - December 2022 Update Available Now

Great news Civilization fans! To coincide with today's release of the Leader Pass Great Commanders Pack we're releasing a new update for the PC and Mac versions of Civilization VI. Thank you all for your continued feedback on the game!

This update automatically installs through Steam; if youre having trouble, please restart your Steam client.

DECEMBER 15, 2022 UPDATE NOTES:


  • Addressed a number of reported crash and stability issues
  • AI will no longer bias towards science to the detriment of all other yields, which was occasionally causing instances of AI bankruptcy, disbanding units, etc. for some players
  • Addressed an issue reported by some players the correct music was sometimes blocked from playing during Leader Pass leader scenes
  • Laurier's "Last Best West" ability now correctly gives a bonus of +2 Production instead of +1 Production for Snow Mines and Tundra Hills
  • Corrected an issue that some players reported where the "Culture Industry" policy card that was causing the production of specialty districts appear to take 999+ turns to complete in the Dramatic Ages game mode
  • Changed size of Saladin (Sultan) icon image to match those of other leaders
  • Made minor text tweaks and applied polish to previously released Leader Pass Great Negotiators Pack


For more information on Great Commanders, Great Negotiators, and other content packs included in the Civilization VI Leader Pass, head on over to civilization.com.


[ 2022-12-15 19:00:21 CET ] [ Original post ]

The Civilization VI Leader Pass Livestream TODAY!

Join the Firaxis Developers in a discussion about what to expect with the Great Commanders Pack of the Leader Pass and some HOLIDAY FUN!

[previewyoutube=uVKrnSwMTIk;full][/previewyoutube]

LEARN MORE about the Civilization VI: Leader Pass HERE: https://civilization.com/leader-pass/

Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK


[ 2022-12-14 18:30:52 CET ] [ Original post ]

Marvel's Midnight Suns, a new Tactical RPG from Firaxis Games, is Out Now!

[previewyoutube=NviOMIR_U-0;full][/previewyoutube]

https://store.steampowered.com/app/368260/Marvels_Midnight_Suns/

The time is finally upon us for the Midnight Suns to rise up and save the world from Hydra and Lilith's demonic forces! Marvel's Midnight Suns is now available for Steam.

Set in the darker, supernatural side of the Marvel Universe, Marvel's Midnight Suns is a tactical role-playing game that blends rich storytelling and relationship building with a revolutionary card-based combat system. As the Hunter, the only hero ever to have defeated Lilith eons ago, you get to fight alongside and forge friendships with Blade, Doctor Strange, Nico Minoru, and Spider-Man, as well as other members of The Avengers, X-Men, and Runaways.

Turn-based tactical missions fought on constantly changing battlefields require you to think strategically every step of the way. Whether you're repositioning one of your heroes, playing one of their unique ability cards, or looking for opportunities to use the environment to your advantage, every decision counts. The choices you make when hanging out and chatting with other heroes in and around the Abbey between missions also have consequences, as befriending heroes is a great way to unlock powerful combo abilities and passive bonuses that come into play when you fight alongside them.

From hanging out with iconic Super Heroes in the Abbey to taking on Hydra and the demonic forces of Lilith in tactical combat, there is much to discover in Marvels Midnight Suns. We hope you enjoy every minute of your experience with the game!


[ 2022-12-02 06:05:45 CET ] [ Original post ]

Civilization VI: A 6-Year Labor of Love!

Were truly honored to have seen the Civilization community grow and flourish so much these past 6 years, as we've added new leaders, civilizations, wonders, challenges and more to help you expand your empire.

We've said it before and we'll say it again, Civ fans are the best fans in gaming. Help us spread the love by voting for Civilization VI in the Labor of Love category of this years Steam Awards!


[ 2022-11-23 02:02:14 CET ] [ Original post ]

The Civilization VI Leader Pass begins now - Meet the Great Negotiators!

Sid Meiers Civilization VI Leader Pass begins today, starting with The Great Negotiators. Each Leader Pass release contains brand new leaders decked out with inventive abilities, each designed to tease out clever new playstyles and challenge veteran CIV players in surprising ways. Youll also see a few familiar leaders, reinvented to represent them at a different stage on their journey through history. Forget the old ways and put your safe strategies to bedthe Civilization VI Leader Pass will forever change the way you rule.

The Great Negotiators includes:


  • Abraham Lincoln
  • Nzinga Mbande
  • Saladin

[previewyoutube=449t6cBctus;full][/previewyoutube]

Abraham Lincoln was President for only four years, but during that time he abolished slavery, successfully waged the Civil War, and catapulted the United States into the industrial age.

Unique Leader Ability: Emancipation Proclamation

  • Gives Industrial Zones extra loyalty and a free unit when built, while reducing loyalty for each plantation.


Nzinga Mbande, an important figure in Angolan history and in the early history of colonialism in Africa, struggled to establish a voice for herself (and a kingdom to rule), deftly bouncing between various kingdoms and playing the European powers off of each other all the while.

Unique Leader Ability: Queen of Matambe and Ndongo

  • Grants cities on the same continent as your capital extra yields but diminishes yields of cities on your home continent.


Saladin was the name given to him by his foes, but his allies knew him as Salah ad-Din Yusuf ibn Ayyub, a Kurdish noble who rose to command the Arabic armies of the Faithful as the first sultan of Egypt and Syria. Saladin was given a military and religious education by his father Najm ad-Din Ayyub, former warden of the fortress at Tikrit.

Unique Leader Ability: The Victorious

  • Grants flanking and support bonuses to all combat and religious units.


These incoming leaders for existing civilizations are included as part of Civilization VI Anthology or available to purchase separately as part of the new Leader Pass.* Each leader will arrive with a suite of surprising new or updated abilities alongside inventive new agendas that'll change the way you play when pursuing world domination.

* Base game required to access Civilization VI: Leader Pass content. Some prior DLC required to play some content included in the Leader Pass.


[ 2022-11-21 19:00:53 CET ] [ Original post ]

Fight & Think like a Super Hero in a new Tactical RPG from Firaxis Games!

https://store.steampowered.com/app/368260/Marvels_Midnight_Suns/

Marvels Midnight Suns is the ultimate crossover event combining the rich story, character relationships, customization and progression of an RPG with the tactical strategy and combat mechanics of a revolutionary new card-based tactics game.

Everything You Need To Know with Christopher Odd

[previewyoutube=0UGXIRcliOM;full][/previewyoutube]

Live Among Legends Gameplay Trailer

[previewyoutube=LZDalw6r-XA;full][/previewyoutube]

Welcome to the Abbey Trailer

[previewyoutube=9NiuqaiYpWE;full][/previewyoutube]

Darkness Falls Trailer

[previewyoutube=Ox5VgIaBSUk;full][/previewyoutube]


[ 2022-11-18 18:30:59 CET ] [ Original post ]

Add Julius Caesar to Civilization VI on November 21!

We're excited to announce that on November 21 you can add Julius Caesar to the game's roster!* To do so, simply link your 2K Account to the Steam account that you use to play. You can find instructions on how to create and link a 2K Account below.

Once you've linked your 2K Account, you'll need to restart Civilization VI and enable Julius Caesar. To do so, click Additional Content on the game's main menu followed by Mods, then scroll down through your list of additional content, click on "DLC: Julius Caesar," and click on the "Enable" button.

Where Civilization VI's default Roman leader Trajan has a penchant for civilizations with lots of territory and starts with a free building in all founded cities, Caesar is a conqueror. His dislike of Barbarians in-game is a nod to the successful campaign he waged against the tribes of Gaul during his time as a general circa 57 BC.

[previewyoutube=fHzG7NRubqQ;full][/previewyoutube]

[h3]New Ability: Veni, vidi, vici[/h3]
Receive 200 Gold whenever you conquer a city for the first time or 100 Gold when you clear a Barbarian Outpost. These Gold amounts both increase to 500 after you research Steel.

How will you choose to lead as Julius Caesar? Perhaps you want to recreate history by allying with Cleopatra? Maybe you relish the prospect of going toe-to-toe with a leader like the German king Frederick Barbarossa, who became Rome's Holy Emperor a millennium and change after Caesar ruled there? Regardless of how you lead, we hope you enjoy playing as and against one of history's greatest military commanders.


[h3]Setting up and linking a new 2K Account[/h3]
Signing up for a 2K Account is easy! Simply go to 2K Account Signup and register. Once youve completed the sign-up, link your Steam account and boot up Civilization VI. Once in the game, log into your 2K Account.

You can also sign up for a 2K Account in-game. Simply click on the 2K Account button in the bottom right-hand corner of the main menu and then follow the instructions to register a new account.


[h3]Linking an existing 2K Account[/h3]
If you already have a 2K Account, all you need to do is boot up Civilization VI and then log in to your 2K Account via the button in the bottom right-hand corner of the main menu. Once your account is linked, restart Civilization VI to add Caesar to your roster of leaders.



*Requires an Internet connection, a Steam copy of Civilization VI, and a 2K Account linked to the Steam account used to play the game. One per account. Void where prohibited. Terms apply.


[ 2022-11-17 21:30:14 CET ] [ Original post ]

The Civilization VI Leader Pass Livestream TODAY!

Join the Firaxis Developers in a discussion about what to expect with the Leader Pass. Also stick around for live gameplay of a special unannounced bonus Civ VI leader.

[previewyoutube=XBMCI9jLTyg;full][/previewyoutube]

LEARN MORE about the Civilization VI: Leader Pass HERE.

Join the official Civilization Newsletter to stay up-to-date on Civ News!


[ 2022-11-17 19:00:06 CET ] [ Original post ]

2K Launcher Patcher v1.6.0.1082

Miscellaneous bug fixes


[ 2022-08-08 21:00:26 CET ] [ Original post ]

2K Launcher v1.5.3 hotfix

Fixed issue: 2K Launcher fails to open on Steam Deck, preventing games from being launched.


[ 2022-07-12 15:01:14 CET ] [ Original post ]

2K Launcher v1.5.3 Release Notes

We are continuously working to make the experience better:


  • Improved User experience in the Launcher and Error Reporter
  • Misc Bug fixes


[ 2022-07-08 18:39:45 CET ] [ Original post ]

2K Launcher v1.5.0 Release Notes

Updates in the 2k Launcher v1.5.0 release include:


  • New and improved user interface to play and browse games
  • Improved Launcher Update Management
  • General performance improvements
  • Miscellaneous bug fixes


[ 2022-03-16 18:30:27 CET ] [ Original post ]

CIVILIZATION Celebrates Black History Month

Hey, Civ fans!

February is Black History Month in the United States and Canada, a celebration of contributions from the African diaspora to culture, society, and history. In recognition of the month, our team is paying tribute to Civs Black leaders and their lasting marks on the world.

This incredible artwork from Emmy award-winning artist Teddy Wright IV captures each of our five leaders in all their greatness:



Mvemba a Nzinga: The Apostle of Kongo brought faith, wisdom, and sweeping prosperity to his growing kingdom.

Menelik II: The defender of Ethiopia modernized his empire, forging stability and identity across the African highlands.

Amanitore: The last great builder of Nubia, Queen Amanitore fortified the Land of the Bow through her extensive restoration projects.

Mansa Musa: The great king is among the richest people to ever live. Mansa Musa used his incredible wealth to transform the Mali Empire into a center for education, artistry, and commerce.

Shaka: The mighty Zulu king transformed his military into a fierce group of warriors, and his kingdom into a formidable empire.

Check out artist Teddy Wrights full portfolio at www.teddywrightiv.com/.

Through their unique and exceptional abilities, each of these great leaders forever etched their names into history. Interested in learning more about them and their civilizations? You can try out each leader and lead them to victory in the Civ VI Anthology today.

https://store.steampowered.com/bundle/21432/Sid_Meiers_Civilization_VI_Anthology/


[ 2022-03-01 00:19:56 CET ] [ Original post ]

HAPPY HOLIDAYS FROM SID MEIERS CIVILIZATION!

As 2021 steadily draws to a close, all of us working on Civilization are taking a moment to celebrate and reflect on an incredible year. Turns out some leaders are doing the same!



On behalf of the entire team, we want to thank you for spending another year with Civ. From wrapping up the New Frontier Pass to reaching the 30th Anniversary of the series, weve had a blast going on some pretty awesome adventures with our community. Whether youre sharing a meal, exchanging gifts, or sneaking in one more turn this holiday season, we hope you have the opportunity to kick back and spend some quality time with your loved ones.

Happy holidays and well see You the Great in 2022!

- Civilization Team


[ 2021-12-18 03:58:05 CET ] [ Original post ]

2K Launcher 1.3.0 Release Notes

Features
An Option to check for new 2K Launcher Updates - In the Application Settings, click on "Check for Updates" which will get a new update if available. Please note, the 2K Launcher will need a restart to apply the update.
2K Launcher is using the new 2K Logo
Added trouble-shooting to clear cache by pressing key 'c' during app loading

Bug-Fixes
Launcher app files are not being extracted to %LocalAppData%\T2GP Launcher
Fixed Missing 2K icon on the Launcher window fixed in the Alt-Tab overlay and taskbar
Fixed Incorrect string translations in Error Reporter
Game play is now fixed using Steam Streaming mod launch


[ 2021-12-08 19:38:33 CET ] [ Original post ]

All of Civ. One Low Price!

If youre looking to get into the latest entry in the series, you can pick up the Civilization VI Anthology, which includes all Civilization VI content in a discounted bundle. If you own some, but not all, of the Civilization VI content, dont fret - its a Complete the Set bundle. This means Steam will automatically deduct what you already have in your library from the total.

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 Meiers Civilization VI.

SHOP HERE: https://store.steampowered.com/sale/civilizationfranchise


[ 2021-11-24 19:00:55 CET ] [ Original post ]

Civilization VI Anthology is On Sale Now!

Save during the Civilization VI Anthology Sale.

https://store.steampowered.com/bundle/21432/Sid_Meiers_Civilization_VI_Anthology/

The Sid Meiers Civilization VI Anthology is the complete Civilization VI experience:

CIVILIZATION VI: RISE AND FALL: The Rise and Fall expansion brings new choices, strategies, and challenges for players as they guide a civilization through the ages. The expansion introduces new game mechanics including Great Ages and Governors, expands existing Diplomacy and Government systems, and adds 8 civilizations, 9 leaders, and many new units, districts, wonders, and buildings. Can you lead your people into a Golden Age of prosperity? Or will your empire face the challenges of a Dark Age?

CIVILIZATION VI: GATHERING STORM: Explore an active planet in an expansion that introduces climate changes for the first time in series history. Contend with natural disasters and other new Environmental Effects, complete great Engineering Projects, and manage electrical power and consumable resources. Gathering Storm also introduces a World Congress and a new Diplomatic Victory condition. With an entire new era added to the Technology and Civics trees, as well as new civilizations, leaders, units, and buildings, Gathering Storm offers a tremendous amount of content for Civilization players.

NEW FRONTIER PASS: Continue your quest to build the worlds greatest empire with the Civilization VI - New Frontier Pass, which introduces 6 new game modes for the first time in series history. Play with recruitable heroes from history and myth, dialed-up natural disasters in Apocalypse Mode, or secret societies that can enhance or undermine your empire. This content pack also features 8 new civilizations and 9 new leaders, as well as a heavy slate of new units, buildings, wonders, and more.

And six additional leader and scenario DLC packs!

Sale ends Monday, November 1st, 11:59am PT.


[ 2021-10-28 19:00:34 CET ] [ Original post ]

Civilization 30th Anniversary

For 30 years youve 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 were 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.

[h2]All hail YOU the Great![/h2]

[previewyoutube=FYTtl8LC_vg;full][/previewyoutube]


[ 2021-09-30 18:17:57 CET ] [ Original post ]

CIVILIZATION VI ANTHOLOGY - NOW AVAILABLE AT A SPECIAL INTRODUCTORY PRICE

Steam players can now pick up Sid Meiers 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. Thats over $150 worth of content that you can get for 77% off as a special introductory price.

[previewyoutube=ldNgn6HnNP0;full][/previewyoutube]
Grab the game at this special price from June 10 - June 24.


[ 2021-06-14 22:22:11 CET ] [ Original post ]

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?

[previewyoutube=9tvXlIRbx_8;full][/previewyoutube]

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.


  • Click the link here to download the save file.
  • Find the save file in your Downloads folder;
  • 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, pressGo
  • Navigate to /Application Support/Sid Meiers 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!

**********

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 Meiers Civilization VI.


[ 2021-06-11 23:54:56 CET ] [ Original post ]

APRIL 2021 GAME UPDATE AVAILABLE NOW

Were excited to announce the April 2021 Game Update is now available to all Civilization VI players.

[previewyoutube=_0NkDRQwjsA;full][/previewyoutube]

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 whats available in todays free game update.



[h2]BUY THE NEW FRONTIER PASS[/h2]


[h3][NEW FEATURES][/h3]

New Units

Trebuchet: Medieval Era Catapult upgrade. Siege promotion class. Upgrades into Bombard. Cannot move and attack on the same turn unless theyve 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.


[h3][NEW GAME UPDATES][/h3]

[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

Chteau: +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 Chteau.
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 an (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] Thnh: 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 Mokshas 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 players Religion as the dominant Religion.
Garde Impriale: 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] Maln 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] Ayutthayas 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 Khans 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 factions 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). Sinbads Journeys rewards 400 for discovering continents and natural wonders (was 500).
Khmers 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 units 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 wouldnt loop properly.


[h3][AI][/h3]

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.


[h3][CRASHES][/h3]

Fixed a crash happening in the Espionage system caused by an off-map spy.
Various crashes fixed.


[h3][UI][/h3]

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 Civs 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 opponents 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.





**********

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 Meiers Civilization VI.


[ 2021-04-22 21:00:22 CET ] [ Original post ]

CIVILIZATION VI - PORTUGAL PACK AVAILABLE NOW

Were excited to announce the Portugal Pack is available now, as part of the New Frontier Pass or as an individual $8.99 purchase.

[previewyoutube=Q8teuRXFSks;leftthumb][/previewyoutube]

Todays release of the Portugal Pack is the sixth and final pack in a planned series of premium updates for Civilization VI that were calling the New Frontier Pass. If you purchase the New Frontier Pass, youll 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 ndia
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 - Navigators 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 others 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 neighbors 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 citys 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 Maoris 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 citys territory. Control lasts 15 turns.
Campus - Dark Signal - Upon completion, gain control of the Zombies currently in this citys 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 Belm
+5 Gold. International Trade Routes from this city receive +2 Gold for every Luxury Resource at the destination. When the Torre de Belm 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 Knights 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 players 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.
AIs 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.




https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

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 Meiers Civilization VI.


[ 2021-03-25 17:07:56 CET ] [ Original post ]

Civilization VI - February 2021 Game Update Available Now

Were excited to announce the February 2021 Game Update is now available to all Civilization VI players.

[previewyoutube=CN1BSmoFeUI;full][/previewyoutube]

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 whats available in todays free game update.

https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

[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 clans 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.

Governments update
Autocracy Policy Slots - 1 Military, 1 Economic, 1 Diplomatic, 1 Wildcard
Oligarchy Policy Slots - 2 Military, 1 Economic, 0 Diplomatic, 1 Wildcard
Monarchy Policy Slots - 2 Military, 1 Economic, 1 Diplomatic, 2 Wildcard
Merchant Republic Policy Slots - 1 Military, 2 Economic, 2 Diplomatic, 1 Wildcard
[Gathering Storm] In addition to the housing Monarchy now gives +2 Favor from each Renaissance Walls.

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 dont 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 Mauis 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 Khans 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 AIs 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 dont 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 Civilizations 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 friends game.




https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

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 Meiers Civilization VI.


[ 2021-02-25 18:06:06 CET ] [ Original post ]

CIVILIZATION VI - VIETNAM & KUBLAI KHAN PACK AVAILABLE NOW

Were 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.

https://store.steampowered.com/app/1436950/Civilization_VI__Vietnam__Kublai_Khan_Pack/?curator_clanid=25030453

Todays release of the Vietnam & Kublai Khan Pack is the fifth in a planned series of premium updates for Civilization VI that were calling the New Frontier Pass. If you purchase the New Frontier Pass, youll 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

[previewyoutube=Ayct8xy3oRc;full][/previewyoutube]

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 Chin

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 - Thnh

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: B Triu

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.

[previewyoutube=LF-dizeC6nY;full][/previewyoutube]

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.

Stock Exchange 3 Product Slots
Seaport 3 Product Slots

Resource Industry Effects


  • 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 Heros 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 players 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 units 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 doesnt 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 Governors 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.




https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

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 Meiers Civilization VI.


[ 2021-01-28 19:32:55 CET ] [ Original post ]

CIVILIZATION VI - FIRST LOOK: KUBLAI KHAN

[previewyoutube=LF-dizeC6nY;full][/previewyoutube]

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.

[h2]Leader Unique Ability: GEREGE[/h2]

Kublai Khans 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 civilizations 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 Meiers Civilization VI.



[ 2021-01-26 18:09:44 CET ] [ Original post ]

CIVILIZATION VI - FIRST LOOK: B TRIU OF VIETNAM

[previewyoutube=Ayct8xy3oRc;full][previewyoutube=yo0aqclQjQw;full][/previewyoutube][/previewyoutube]

B Triu, also known as Triu Th Trinh or Lady Triu, 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.

[h2]Leader Unique Ability: DRIVE OUT THE AGGRESSORS[/h2]

B Trius 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.

[h2]Unique Unit: THE VOI CHIN[/h2]

Vietnam features the unique Medieval era ranged unit, the Voi Chin. 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.

[h2]UNIQUE DISTRICT - THE THANH[/h2]

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 Meiers Civilization VI.



[ 2021-01-26 01:37:26 CET ] [ Original post ]

CIVILIZATION VI - JANUARY 2021 DLC COMES TO NEW FRONTIER PASS ON JANUARY 28th

Hello, Civilization fans! Were excited to reveal the first details on the fourth content drop, coming to the New Frontier Pass on January 28th.

[previewyoutube=nXSaM3tJYl0;full][/previewyoutube]

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.

https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

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 Meiers Civilization VI.


[ 2021-01-19 22:29:37 CET ] [ Original post ]

Civilization VI - December 2020 Game Update Available Now

Were excited to announce the December 2020 Game Update is now available to all Civilization VI players.

[previewyoutube=t83dHiYOQM8;full][/previewyoutube]

Included in this update is the new City-State picker, which lets you choose which City-States you would like to include in your next game and the Searchable Unit List, which will help you search and filter functions in the World Tracker panel to quickly find any unit on the map. Read on for the full list of whats in todays free game update.

https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/


While we were testing the August game update, we encountered an issue that was causing PC and Mac/Linux cross-play to become desynced around the mid-game point. For now, well be turning off cross-play while we work with our partners at Aspyr to investigate a fix and well be sharing updates as soon as we get them. Everyone will still receive the update tomorrow and Mac/Linux users will still be able to play with each other; we wanted to make sure this didnt come as a surprise and really appreciate everyones patience and understanding here.

[NEW FEATURES]

City-State Picker

In Advanced Setup, players can now bring up a new menu to choose which City-States they would like to include in their next game. Selected City-States are not guaranteed to be in the next game, rather, they are part of the pool of City-States that will then be randomly selected and placed. Ones that are not selected will never appear in a game.

Searchable Unit List

Leave no scout, archer, or Giant Death Robot behind. Players can use search and filtering functions in the World Tracker panel to quickly find any unit on the map.


[GAME UPDATES]

Items in the list below apply to the Gathering Storm, Rise and Fall, Pirates, and Byzantium and Gaul Pack ruleset only

[BALANCE/POLISH]

General


  • [Gathering Storm] Religious Community: International Trade Routes receive +2 Gold to cities with Holy Sites and an additional +2 Gold for every building in the Holy Site.
  • Fixed an issue where Wonder build requirements were being fulfilled by districts owned by other players.
  • Drop melee units' combat bonus against anti-cavalry to 5.
  • Reduced Combat Strength bonus from +10 to +5 for Thrust anti-cavalry Promotion.
  • [Gathering Storm] Fixed an issue with John Curtins leader ability, Citadel of Civilization, lasting for 20 turns when it should last for 10 turns.



Great People

  • Einstein applies to Research Labs since Newton already applies to Universities.
  • Alfred Nobels ability applies 100 Great Person Points.
  • Increase Da Vinci's Culture bonus for Workshops to +3 (instead of +1).


[Gathering Storm] Amenities
o Restoring penalties from Negative Amenities back to their previous thresholds:

  • Revolt will occur at -7
  • Unrest will occur at -6 to -5
  • Unhappy will be -4 to -3
  • Displeased will be -2 to -1
  • Content will be 0 to 2

o Increased Happy to +10% and Ecstatic to 20%.

[Gathering Storm] Policies

  • Raj: +2 Gold for Trade Routes to City States (in addition to its previous effect).
  • Public Transportation: Neighborhoods with Charming appeal receive +3 Food and +1 Production. Breathtaking appeal receives additional +1 Food and +1 Production. All Neighborhoods receive +1 Gold.
  • Democracy: The bonus to trade routes now applies to city-states the user is Suzerain of (previously only allied civilizations)

This was on the previous build notes when we made the checklist, but it is no longer on the list. We have confirmed this update.

Wisselbanken, and similarly the legacy (and normal) effect of Democracy, apply to allies and Suzerained City-States.
Frescoes: +2 Great Artist points. +2 additional Great Artist Points for every Art Museum.
Laissez-Faire: +2 Great Merchant Points for every Bank and +4 Great Merchant Points for every Stock Exchange. +2 Great Admiral Points for every Shipyard and +4 Great Admiral Points for every Seaport.
Science Foundation: +2 Great Scientist Points for every University and +4 Great Scientist Points for every Research Lab. +2 Great Engineer Points for every Factory and +4 Great Engineer Points for every Power Plant.
Military Organization: +2 Great General Points for every Armory and +4 Great General Points for every Military Academy. Great Generals receive +2 Movement.
Symphonies: +4 Great Musician Points. +4 additional Great Musician Points for every Broadcast Center.
Invention: +4 Great Engineer Points. +2 Great Engineer Points for every Workshop.
Rationalism: Now requires a population of 15 and an adjacency bonus of 4.
Simultaneum: Now requires a population of 15 and an adjacency bonus of 4.
Grand Opera: Now requires a population of 15 and an adjacency bonus of 4.
Free Market: Now requires a population of 15 (already had adjacency requirement of 4).
Urban Planning: Becomes obsolete with Rationalism (Enlightenment Civic).

[Gathering Storm] Technology and Civics
Reduced Boost requirements:

  • Advanced Ballistics: Build 1 Oil Power Plant (down from 2)
  • Advanced Flight: Build 2 Biplanes (down from 3)
  • Capitalism: Build 2 Stock Exchanges (down from 3)
  • Electricity: Build 2 Privateers (down from 3)
  • Globalization: Build 2 Airports (down from 3)
  • Industrialization: Build 2 Workshops (down from 3)
  • Professional Sports: Build 2 Entertainment Complexes (down from 4)
  • Refining: Build 1 Coal Power Plant (down from 2)


Adjusted Information Era Boosts:

  • Lasers: Build 2 Drones
  • Nuclear Fusion: Build a Nuclear Power Plant (changed from Boost through Great Scientist or Spy)
  • Satellites: Build 2 Broadcast Centers (changed from Boost through Great Scientist or Spy)
  • Telecommunications: Boost through Great Scientist or Spy (changed from Build 2 Broadcast Centers)


[Rise and Fall and Gathering Storm] Ethiopia Pack Updates

  • Players only receive a free Governor title from the first Secret Society they discover (instead of every time).
  • Diplomatic Quarter buildings receive +1 yield from the Autocracy bonus.
  • Fixed an issue where neutral-territory Vampire Castles were not removing Vampire build charges.
  • Stopped Ley lines from appearing on Snow tiles.
  • Ley Lines provide a Major Adjacency bonus to all specialty districts.
  • Reduced the number of Ley Lines on TSL maps.
  • Updated Secret Society popup flow upon discovering and joining a society.
  • Implemented new names and descriptions for Secret Society popups and notifications.


Pirates

  • Chainshot can no longer target non-visible hexes.
  • The Dowsing Rod and English Pointer relics now only apply to naval ships.
  • Trade ships now spawn less often.
  • Shore Parties can no longer use Bury Treasure ability while in colonial city culture borders.
  • Fixed an issue that prevented Shore Parties from embarking when placed on a tile adjacent to the map edge.
  • Fixed an issue where the starting year was incorrect in the status bar.
  • Fixed an issue where randomly generated treasure was appearing on improved hexes and owned territory.
  • Flyover text when performing point scoring actions will now appear consistently.
  • Removed audio cue for treasure notifications.
  • Changed Treasure Found notification icon for consistency.


Byzantium and Gaul Pack

  • Biosphres Appeal now applies to all cities in the empire in which it was built.
  • Byzantium can no longer build the Water Park if they have a Hippodrome.
  • Byzantium will no longer receive free cavalry units in captured cities for already existing buildings.
  • Mines built by Gaul now provide tourism.
  • Fixed an issue where the Sakdina Golden Age Policy Card was not properly granting extra Great People Points.


Heroes and Legends

  • Hippolyta is now an anti-cavalry class unit. Previously was a melee class unit.
  • Enemy units will convert to players units after attacking and dying to Hunahpu and Xbalanque.
  • Arthurs Accolade can no longer be used on naval units.
  • Oyas Storm now affects religious units.
  • Fixed an issue causing Hero Antiquity shipwrecks to be placed in ocean tiles.
  • Passive ability icons added for Heroes on Heroes & Great People screen.
  • Added Hero glow animation for Hero unit flags.


[AI]

  • Improved logic for demands, so the AI does not ask for them when at a disadvantage.
  • Added a Stop asking me option for AI friendship and peace requests.
  • Added Do not ask again option to deal items requested by the AI.
  • Added Stop asking option for trades and agreements.
  • Added additional considerations to the cost for peace.
  • Improved AI logic to raze cities, especially for Mayan cities that are unusable to non-Mayans.
  • Prioritize the purchase of Heroes.
  • Additional AI improvements.


[UI]

  • Added enabled game modes to Hall of Fame history
  • Military Policy Cards backing height is now consistent with other card backings.
  • Fixed an issue where the District Defense Strength displayed on the map would not update when performing actions that would change the value.
  • Fixed an issue on the Scenario menu where banners would overrun their borders when viewing on 1080 or smaller resolutions.
  • Various text improvements.


[Console]

[Switch]

  • Fixed an issue where the client displays as present in a Local Multiplayer lobby after turning on Airplane mode.
  • Fixed a text issue in the 2K Account tooltip.


[PS4]

  • Fixed a localization issue in the Multiplayer lobby in Simplified Chinese.
  • Fixed an issue where a Show Details button being present and cutoff in the Score tab of the World Rankings menu.


[XB1]

  • Fixed an issue where buttons were offset in the Single Player Advance setup menu.
  • Fixed and issue where the invite friends button would lose functionality after suspending the game while in a Multiplayer Staging room.
  • Fixed multiple crashes that occurred throughout the game.
  • Fixed an issue where the game would remain on the Multiplayer Stating room after resuming the game from a suspended state.
  • Fixed an issue where a network error message was not appearing after returning to an internet multiplayer game from a suspended state.


[PS4 & XB1]

  • Fixed an issue where Catherine De Medici and Teddy Roosevelt persona packs displayed placeholder text in tooltips for Multiplayer games.
  • Fixed and issue with the Apocalypse mode description and image.


[All]

  • Fixed an issue where the user could be blocked from advancing to the next turn during the AIs turn.
  • Fixed multiple crashes that occurred throughout the game.
  • Fixed text overlap issues that were present on the Heroes & Great People and World Congress menu.
  • Fixed multiple localization issues.
  • Fixed an issue where the Show Resource Icons and Show Yield Icons options are present in the Pirates Scenario.
  • Fixed an issue with the icons on the notifications menu of the Pirates Scenario.
  • Fixed an issue where the Post Game screen could be skipped in the Pirates Scenario.
  • Fixed an issue where the Game Modes tab is blank in the Advanced Setup menu when no Game Modes are present.
  • Fixed an issue where the Choose Civilization section on the Create Game menu could not be cycled.
  • Fixed an issue where Secret Society notifications were not redirecting to the Governor menu when selected in Multiplayer.
  • Fixed an issue where the highlight would automatically move to Apocalypse mode when selecting Secret Societies in the Create Game menu.
  • Fixed an issue where the tooltip for Forest Fires would not appear in the World Climate menu.




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 Meiers Civilization VI.


[ 2020-12-17 18:17:20 CET ] [ Original post ]

Civilization VI - Babylon Pack Available Now


Its finally time to see if you can lead Babylon to victory! The Babylon Pack is available now, as part of the Civilization VI - New Frontier Pass or as an individual $4.99 purchase.

https://store.steampowered.com/app/1388850/Sid_Meiers_Civilization_VI__Babylon_Pack

Todays release of the Babylon Pack is the fourth in a planned series of premium updates for Civilization VI that were calling the New Frontier Pass. If you purchase the New Frontier Pass, youll instantly gain access to the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs.

Here are the full update notes:

[h3]Babylon Pack[/h3]
[h3][New Features][/h3]

Civilization: Babylon
[previewyoutube=yo0aqclQjQw;full][/previewyoutube]

Unique Ability Enuma Anu Enlil

  • -50% Science per turn, but Eurekas provide all of the Science for technologies instead of a percentage.


Unique Unit - Sabum Kibittum
  • Babylonian unique Ancient era melee unit. +17 Combat against Heavy and Light Cavalry promotion class units. This unit has 3 movement and sight.

Unique Infrastructure - Palgum
  • Replaces the Watermill. Unlocked with Irrigation. +1 Housing and +2 Production. Freshwater tiles receive +1 Food. City must be adjacent to a River.

Leader: Hammurabi

Ability Ninu Ilu Sirum
  • [Base Game] When each specialty district is constructed for the first time, receive the lowest production cost building that can currently be constructed in that district. Receive an Envoy when any other district is constructed for the first time.

  • [Rise and Fall or Gathering Storm] When each specialty district type except the Government Plaza is constructed for the first time, receive the lowest Production cost building that can currently be constructed in that district. Receive an Envoy when any other district is constructed for the first time.

Agenda Cradle of Civilization
  • Tries to build every different district type

  • Like Civilizations who build every type of district.

  • Dislikes Civilizations who don't build all districts available and who build mostly one type of district.


Heroes and Legends Game Mode

Mighty heroes from across history can join your civilization to make their mark on the world. Claim these legendary characters and send them into battle under your flag or let them lead your people to new heights of prosperity and innovation. Interweave myth into your history to tell your story and make a Civilization to last through the ages.

Heroes Gameplay
  • Discover Heroes from exploration, City State influence, or directly with a city project

  • Claim Discovered Heroes by devoting Monuments to them in your cities

  • Race to get the best Heroes each Hero is unique and can be claimed just once in the world!

  • Heroes have awesome new unique powers, but also a limited Lifespan: each Hero remains in play for a fixed number of turns before naturally expiring

  • Departed Heroes can be recalled with Faith once per Era in the city that originally claimed them

  • [Rise and Fall] All Heroes add 1 Loyalty per turn to any city within 2 tiles

  • [Rise and Fall] Earn Era Score when you claim, lose, and recall a Hero


Heroes Breakdown

Anansi

  • Agile: Ignores Movement penalties in Woods and Rainforest terrain.

  • Anansis Tricks Use when located on a Bonus or Luxury Resource. Anansi consumes the resource and generates 60 Science and 50 Culture. Costs 1 Charge and ends turn.


Arthur

  • Arthurs Accolade: Target an adjacent land military unit you control. Arthur transforms the unit into a Questing Knight: a unique Heavy Cavalry unit with increased Combat Strength and 12 Lifespan. Costs 1 Charge, 1 Movement. After the Questing Knights Lifespan expires, the unit disappears (i.e. the original unit does not return).


Beowulf

  • Rugged: Ignores Movement penalties in Hills terrain.

  • Beowulfs Challenge: Target an adjacent enemy unit with Combat Strength less than Beowulf's. Beowulf immediately destroys the target. Costs 1 Charge, 1 Movement.


Hercules

  • Rugged: Ignores Movement penalties in Hills terrain.

  • Hercules Labor: Use when located on a friendly District under construction. Hercules immediately completes construction of the District. Costs 2 Charges and ends turn.

  • Hercules' Rage: Use when located on an enemy District. Hercules destroys all buildings present and pillages the District. Costs 1 Charge and ends turn.


Himiko

  • Inspiring: +10 Combat Strength to all units within 2 tiles.

  • Himikos Charm: Target any adjacent City-State. Himiko immediately places 1 free Envoy in the City-State. If you are already the Suzerain there, Himiko also earns 50 Faith. Costs 1 Charge and ends turn.

  • Himikos Rule: Use when within the territory of a City State you are Suzerain of. Himiko immediately levies its military at no cost. Costs 1 Charge.


Hippolyta

  • Rugged: Ignores Movement penalties in Hills terrain.

  • Hippolytas Favor: Hippolyta automatically heals 20 HP each turn.

  • Hippolytas Command: Target any adjacent friendly unit that has moved or attacked this turn. Hippolyta immediately restores the unit's moves and attacks. Useable once per turn.


Hunahpu & Xbalanque

  • Agile: Ignores Movement penalties in Woods and Rainforest terrain

  • The Twins Resurrection: Any ordinary land unit killed by Hunahpu & Xbalanque is resurrected under your control with full HP and movement.


Maui

  • Agile: Ignores Movement penalties in Woods and Rainforest terrain.

  • Mauis Inventions: Use when located on an unowned, empty plot. Maui creates a random Bonus or Luxury Resource on the plot. Costs 1 Charge and ends turn.


Mulan

  • Mulans Devotion: Mulan gains 1 Combat Strength every turn.

  • Mulans Defiance: Mulan fully fortifies automatically at the end of every turn.


Oya

  • Swift: Ignores all terrain Movement penalties.

  • Oyas Storm: Damage all adjacent enemies and heal all adjacent owned units by 40. Costs 1 Charge and ends turn.


Sinbad

  • Navigator: Can enter Ocean tiles.

  • Sinbads Journeys: Sinbad earn 500 Gold whenever he discovers a Continent or Natural Wonder.

  • Sinbads Fortunes: Target any adjacent enemy naval unit or Barbarian Camp. The target is either cleared or damaged by 50%, and Sinbad immediately earns 300 Gold. Costs 1 Charge.


Sun Wukong

  • Swift: Ignores all terrain Movement penalties.

  • Sun Wukongs Disguise: Sun Wukong is hidden unless adjacent to an enemy unit.

  • Sun Wukongs Immortality: Sun Wukong has significantly increased Lifespan.


Gilgamesh will have his Unique Ability, Legacy of Enkidu, tweaked:

  • With Heroes and Legends disabled: When at war with a common foe, they and their allies share pillage rewards and share combat experience gains if within 5 tiles. Their Alliances gain Alliance Points for being at war with a common foe.

  • With Heroes and Legends enabled: 25% Production increase when claiming Heroes, and Heroes have 20% longer Lifespans.


Great People

Great Merchants

  • Zhou Daguan: Activate in a City-State to gain 3 Envoys there.

  • Ibn Fadlan: +1 Trade Route. Trade Routes to City-States gain +2 Faith.

  • Stamford Raffles:

- [Base Game] Activate in a City-State to absorb it into your empire.
- [Rise and Fall or Gathering Storm] Activate in a City-State to absorb it into your empire. Grants +10 Loyalty per turn in the city.

Great Artists (Provide new Great Works)
  • Kamal ud-Din Behzad

  • Hasegawa Tohaku

  • Wassily Kadinsky


Great Musicians (Provide new Great Works)
  • Dimitrie Cantemir

  • Scott Joplin


Great Writers (Provide new Great Works)
  • Beatrix Potter

  • Valmiki

  • Gabriela Mistral

  • Rumi


Great Scientists
  • Zhang Heng: Triggers Eureka for Celestial Navigation, Mathematics, and Engineering. If these Eurekas are already triggered, instead completes the techs.

  • Ibn Khaldun: Chosen Campus gains 2 Housing and 1 Amenity. Increases non-Food yield benefits of Happiness in your empire by 40%.

  • Margaret Mead: Grants 1000 Science and Culture (on Standard speed).


Great Generals
  • Dandara: +5 Combat Strength and +1 Movement to Industrial and Modern era land units within 2 tiles. Retire effect: Create Warrior Monk with 1 promotion.

  • Trng Trc: +5 Combat Strength and +1 Movement to Classical and Medieval era land units within 2 tiles. Retire effect: Permanently reduces your empires War Weariness by 25%.

  • Tupac Amaru II: +5 Combat Strength and +1 Movement to Modern and Atomic era land units within 2 tiles. Retire effect: Grants a Musketman in each of the target citys indefensible and undefended districts.


Great Admirals
  • Matthew Perry: +5 Combat Strength and +1 Movement to Modern and Atomic era navel units within 2 tiles. Retire effect: Grants enough Envoys to become Suzerain at selected City-State. This removes all other Envoys.

  • Himerios: +5 Combat Strength and +1 Movement to Medieval and Renaissance era naval units within 2 tiles. Retire effect: Grants 1 promotion level and +25% combat experience to a military naval unit.

  • Hanno the Navigator: +5 Combat Strength and +1 Movement to Classical and Medieval era naval units within 2 tiles. Retire effect: Create a naval melee unit with +2 Movement.


Great Engineers
  • Imhotep: Grants 175 production towards wonder construction, doubled if the wonder is from the Ancient or Classical Era.

  • Shah Jahan: Grants Production towards wonder construction, capped at half of your current treasury. Then reduces your Gold by twice the amount of purchased Production.

  • Kenzo Tange: Grants Tourism in each of this citys Districts equal to its adjacency bonus (halved for Gold).


City-States

Ayutthaya
  • Type: Cultural

  • Suzerain Bonus: Gain Culture equal to 10% of the construction cost when finishing buildings.


Johannesburg

  • Type: Industrial

  • Suzerain Bonus: Cities receive +1 Production for every improved resource type. After researching Industrialization, it becomes +2 Production.


Wolin

  • Type: Militaristic

  • Suzerain Bonus: Receive Great General points when a land unit defeats a civilization or City-States unit and receive Great Admiral points when a naval unit defeats a civilization or City-States unit equal to 25% of the opposing unit's strength (Standard Speed).


Chinguetti

  • Type: Religious

  • Suzerain Bonus: International and domestic Trade Routes receive +1 Faith for every follower in this city, of your founded or majority religion.


Nalanda

  • Type: Scientific

  • Suzerain Bonus: City-State and their Suzerain can build the Mahavihara improvement.

  • Mahavihara: +2 Science and +1 Housing. +1 Faith for every adjacent Holy Site and +1 Science for every adjacent Campus district. After researching Scientific Theory, receive an additional +1 Science for every adjacent Campus. When a player constructs their first Mahavirhara receive a random technology. Must be built on flat terrain not adjacent to another Mahavihara.


Samarkand

  • Type: Trade

  • Suzerain Bonus: City-State and their Suzerain can build the Trading Dome improvement.

  • Trading Dome: +2 Gold. +1 Gold for every adjacent Luxury resource. Your ongoing international Trade Routes grant +1 Gold per Trading Dome at the origin. Cannot be built next to another Trading Dome.


[h3]Free Game Update[/h3]

[BALANCE/POLISH]

General Updates

  • Replace the old Babylon City-State with the Anshan City-State

  • Fixed an issue where Democracy and Theocracy bonuses were not affecting districts.

  • Fixed an issue where making a new alliance would remove all foreign spies, as opposed to just the spies from the new ally. A new notification for this event has been added.

  • The maximum number of Governors a player can have has been increased to accommodate additional Governors that can be obtained from Civ unique bonuses and the Secret Societies game mode.

  • Fixed an issue that would occur when the player had Policy slots open but could not fill them.


Ethiopia Pack

  • [Rise and Fall] Fixed an issue where the Ley Line bonus in Secret Societies was applying more than it should to Great People earned.

  • Updated Ley Line adjacency bonus descriptions in the Civilopedia during Secret Society gameplay.

  • Added Ley Lines to WorldBuilder maps.


Byzantium and Gaul Pack

  • Giant Death Robot now receives benefits from Byzantiums Taxis ability

  • Fixed an issue where Gauls unique unit, the Gaesatae, was playing the Spearman death animation when the Sword unit was getting the kill.

  • Fixed Era Score meter in Dramatic Ages to work properly with non-zero bases.

  • Fixed an issue where the Venice City-State was not starting in the correct location for the TSL Europe map.

  • Ambiorix will no longer appear with the Standing Army Agenda.


Pirates scenario

  • Infamy points were incorrectly labeled when viewing the HUD Ribbon.

  • Fixed an issue in the Pirates scenario where the trader boats would change to modern boats after a certain amount of turns.

  • Fixed an issue where the Dowsing Rod would always be the last Relic to be discovered.

  • Fixed an issue where the Infamous Pirate Jack Rackham was not appearing.


[AI]

  • Scouts will now try to avoid storms when auto-exploring.

  • Updated the Free City AI so it will no longer choose to purchase Builders when surrounded by enemy military units.

  • Placed a bigger emphasis on raiding for AI in Pirates scenario.

  • Fixed an issue where the AI would sometimes raze its only city.


[UI]

  • Fixed an issue where the icons for Lavra, Street Carnival, Cothon, Suguba, Walled Quarter, Maize, and Honey were displaying incorrectly

  • Fixed an issue where the user is unable to refuse a demand and trade from another leader.

  • The player names for unmet civilizations will no longer be shown during multiplayer.

  • Fixed an issue where the scroll bar in the Create Game menu would become offset.

  • The Religion Screen now guarantees beliefs to be in the order Worship, then Founder, then Enhancer.

  • Fixed text overlaps in Pirates scenario.

  • Fixed an issue where Casus Belli types were not listed when the user requested a Joint War with another player while in the Make Deal menu.

  • Various text updates




https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

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 Meiers Civilization VI.


[ 2020-11-19 18:05:45 CET ] [ Original post ]

Civilization VI - First Look: Hammurabi Leads Babylon

[previewyoutube=yo0aqclQjQw;full][/previewyoutube]
Hammurabi, sixth king of the First Babylonian dynasty, is best known for establishing the Code of Hammurabi. It is one of the first known laws to emphasize physical punishment for crimes, but also established the presumption of innocence, otherwise known as innocent until proven guilty.

[h2]Leader Unique Ability: Ninu Ilu Sirum[/h2]

Hammurabis unique ability constructs the lowest Production cost building in each specialty district for free the first time that district is built. Also grants bonus Envoy when any other district is constructed for the first time. Does not apply to the Government Plaza.

[h2]Babylon Unique Ability: Enuma Anu Enlil[/h2]

Eurekas provide full Science bonus towards technologies, but decreases the amount of Science generated each turn.


[h2]Unique Unit: Sabum Kibittum[/h2]

Ancient Era melee unit with increased Movement and Sight, with additional Combat Strength against Heavy and Light Cavalry


[h2]Unique Building: Palgum[/h2]

Unlocked through Irrigation, this replacement for the Watermill provides additional Production and Housing, and increases Food generated by all Freshwater tiles. City must be adjacent to a River.

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 Meiers Civilization VI.



[ 2020-11-12 17:00:36 CET ] [ Original post ]

Civilization VI - November 2020 DLC Comes to New Frontier Pass on November 19

Greetings, Civilization fans! Today, we reveal the first details on the fourth content drop coming to the Civilization VI - New Frontier Pass on November 19. Watch the developer video below!

[previewyoutube=EyLmqlvgdBI;full][/previewyoutube]

This pack includes a new civilization and leader, an all-new game mode, additional Great People, City-States and more! Keep an eye out for info on the new civilization and leader as we approach launch on November 19.

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 Meiers Civilization VI.



[ 2020-11-09 17:00:19 CET ] [ Original post ]

Civilization VI - October 2020 Update Available Now

The October 2020 Update is available now to all Civilization VI players!

[previewyoutube=Y6vS5K9GnB0;full][/previewyoutube]

This update includes the new Pirates multiplayer scenario, as well as some balance tweaks to previously-released New Frontier Pass content. Weve also got some general fixes and AI adjustments included in this update. Read on for the full update notes.

https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

October 2020 Game Update

[New Feature]

Pirates Multiplayer Scenario

Pirates is a fast, competitive scenario for 1-4 players. Each player takes the role of a Pirate King as they progress on their pirating career. Over 60 turns, players pillage ships and cities, build up their fleets, collect powerful Relics, and strive to become the most infamous pirate in the tropics. The scenario reimagines many aspects of Civilization VI so players can focus on new naval and scenario-specific gameplay. The four Pirate Kings arent only battling each other, however. There are also four AI civilizations (Spain, Netherlands, England, and France) fighting to control the map, as well as Buccaneers, this scenarios version of Barbarians. Some of these barbarous fleets are even lead by historys most recognizable Infamous Pirates.

Win/Lose: The Pirate King with the highest score at the end of 60 turns wins! Pirate Kings who lose all their units will be eliminated from the match.

Scenario Maps

  • The Caribbean Islands: A handcrafted map of the historical Caribbean. Cities and ports are placed based on their real-world locations and should be familiar to anyone who has played Sid Meier's Pirates!
  • Pirate Islands: The Pirate Isles is a map script custom-built for the unfriendly seas of the Pirates scenario, full of mysterious islands, rich and vulnerable ports, and danger.

Pirate Leaders

Dread Pirate
  • Walk the Plank (Active Ability): Can be used by every ship in the Dread Pirates fleet. Immediately sinks any badly-damaged enemy ship in exchange for +3 Movement and +5 Combat Strength for 5 turns.
  • Fightin is What We Do Best (Passive Ability): +10 Gold every time a unit engages in combat.

Privateer
  • Bring Her Home (Active Ability): Can be used by every ship in the Privateers fleet. Captures a badly-damaged enemy ship for the Privateer's patron. Using Bring Her Home grants +5 Infamous Pirate Points and +100 Gold in addition to the usual naval victory rewards. Takes 5 turns to recharge.
  • Letter of Marque (Passive Ability): Grants the Privateer a randomly-assigned AI civilization as a patron. The Privateer knows the location of all their patron's ports. Pillaging trade routes grants an additional 100 Gold.

Swashbuckler
  • Tack into the Wind (Active Ability): Every ship in the Swashbucklers fleet can Tack into the Wind to double their Movement for a turn. Takes 6 turns to recharge.
  • Sailing the Open Seas (Passive Ability): The Swashbuckler gains +1 Infamous Pirate Point for every 50 hexes revealed on the map.

Hoarder
  • Chain Shot (Active Ability): As a free action, all ships in the Hoarders fleet can use the Chain Shot ability to anchor an enemy unit in place for two turns. Chain Shot takes 5 turns to recharge.
  • Mine! Mine! Mine! (Passive Ability): Unit Maintenance cost is reduced by 3. +10 Treasure Points for burying treasure. The Hoarder gets 3% interest on their gold reserves per turn.

Relics

Relics are powerful unit upgrades that occasionally drop when performing actions such as visiting taverns, sinking ships, and finding treasure. Each Pirate King has three slots for active Relics and can swap Relics in and out to customize their playstyle.
  • Singing Topmen: Reduces unit maintenance cost by 3 per unit.
  • Cursed Lucky Pieces of Eight: +3 gold per unit maintenance (higher chance of mutiny); 3% interest on gold reserves every turn.
  • Crates of Rum: +10 gold per turn.
  • Journal of Captain William Kidd: 50% chance of finding an additional treasure map when visiting a tavern.
  • Blackbeards Short Fuse: Every attack on an enemy ship reduces its movement on the next turn by 1 movement point.
  • LOlonnais Cutlery: Gain gold based on the combat strength of defeated units.
  • The Krakannons: +1 Range for Sloops and Brigantines. +5 Combat Strength for naval units.
  • Jack Rackhams Jolly Rogers: Gain 50 additional gold when pillaging a trade ship.
  • A Bonny Brace of Pistols: +1 additional attack for all units. All units can move after attacking.
  • Screaming Skull Fireshot: +3 Combat Strength for naval ships.
  • The North Sea Wind Fishing Floats: +2 movement for naval ships.
  • English Pointer Figurehead: Every ship will sense the closest unseen ship within 20 hexes.
  • Black Spot Branding Iron: +10 combat strength when fighting buccaneers or infamous pirates.
  • Dowsing Rod: Every ship can sense the closest treasure chest within 20 hexes.


[previewyoutube=A3rWtjkzVJE;full][/previewyoutube]

[NEW GAME UPDATES]

[BALANCE/POLISH]

Maya & Gran Colombia Pack
  • Reduce Llanero adjacent strength to +2 (was +4).
  • Drop Comandante Generals to no bonus movement (was +1 Movement).
  • Drop Hacienda to .5 Housing.
  • Hacienda can be affected by Drought natural disasters.
  • Cost scaling for purchasing the Nihang unit (Tech progression scales to 4x its base cost).
  • Fixed an issue preventing forest fires and meteor showers from showing up as intended in non-Apocalypse games.
  • [Gathering Storm] During Apocalypse mode, EYJAFJALLAJOKULL (Vikings Scenario Pack) erupts and can be triggered by soothsayers.
  • [Gathering Storm] Comet strikes that eliminate districts now permit the player to build the district (in a suitable location) again.

Ethiopia Pack
  • Trade City-States now give 2, 4, and 6 gold as their envoy bonuses.
  • Vampires now count Free Cities units as Barbarians for gaining combat strength.

Byzantium & Gaul Pack
  • [Rise and Fall] In Dramatic Ages, repeated Dark Ages will no longer result in a negative Golden Age threshold score. It is now a minimum of 0.
  • Updated the Era Score meter in Dramatic Ages to properly display information.

Espionage
  • Spy missions can no longer be performed in cities of a player you have an Alliance with.
  • Recruit Partisans mission now pillages the Neighborhood district (so that it cannot be spammed), and spawns only anti-cavalry units (weaker units than previously).

Game Speed Scaling
  • Faith from the Initiation Rites pantheon and Barbarian camps.
  • [Gathering Storm] Favor cost of voting.
  • [Gathering Storm] Aluminum cost for the Lagrange Laser Station and Space Race project.
  • [Gathering Storm] Uranium cost for nuclear weapons.
  • Yields from both Tier 1 Naval Raider promotions (Gold), Gorgos Thermopylae ability (Culture), God of War Pantheon Belief (Faith), Native Conquest (Gold), Rough Riders (Culture), [Gathering Storm] from kills with the Mandekalu Cavalry (Gold), and [Maya and Gran Colombia Pack] Nihangs Trehsool Mukh promotion (Faith).
  • The Great People points gained from the Great Scientist Alfred Nobel.
  • The amount of Gold obtained from a Barbarian camp.
  • [Gathering Storm] The Science gained from the Fez City-State.
  • Unit experience no longer scales with game speed.

General Fixes
  • [Gathering Storm] Rock Bands can no longer play on pillaged buildings and districts.
  • Fixed an issue where the Netherlands bonus of +50% towards Flood Barriers was not working.
  • When forming a Corps or Army within range of a Great General, only apply abilities marked as permanent to the Corps/Army.
  • Various crash fixes.

[AI]
  • Reduce interest in AI trading for diplomatic favor in the ancient and classical era.
  • Decrease AI desire for Diplomatic favor.
  • Increased desire for Oracle and Pyramid.
  • Ensure AI repairs city defenses promptly.
  • Increase value of wall repair project based on value of the city.
  • Reduced the number of Spaceports an AI builds.
  • Reduced the value of Faith if they have an already high income.
  • Improvements to protect Settler units.
  • Additional AI updates.

[UI]
  • [Ethiopia Pack] Re-order Governor panel to show Secret Society governors first.
  • Policy cards now feature their full description in the tooltip.
  • Fixed an issue where Civilopedia page history hotlinks were not working properly.
  • The progress meter is no longer shown on Techs or Civics once that it has reached the Researched state.
  • Civilopedia will no longer leak info on unrevealed techs or civics in Techs and Civics Shuffle Mode.
  • Unit panel now updates on turn end to show correct states for unit actions.
  • Beliefs are now sorted by type in the Religion screen.
  • [Gathering Storm] Added government lens color and used the standard palette for Gathering Storm government colors so they work with colorblindness adaptations.
  • Added support for painting and selecting tiles in World Builder on touch screens.
  • Various text updates.

[CONSOLE]
  • [PS4/XB1/Switch] Fixed an issue where the loading animation for Loading, please wait failed to appear after selecting the Exit to Main Menu button on the pause menu during gameplay.
  • [XB1] Fixed an issue where a second profile would be missing DLCs after switching from another profile.
  • [PS4/XB1/Switch] Fixed an issue where only enabling Tech and Civic Shuffle mode caused the incorrect mode information and image to display in the Create Game menu.
  • [PS4] Removed profile button prompt display in the multiplayer staging room.




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 Meiers Civilization VI.



[ 2020-10-22 18:28:10 CET ] [ Original post ]

Civilization VI - First Look: Pirates Multiplayer Scenario

[previewyoutube=A3rWtjkzVJE;full][/previewyoutube]

Check out the new Pirates multiplayer scenario, available as part of the October 2020 update coming to all Civilization VI players on October 22. Watch our First Look video above for the full rundown on what you can expect in this new free mode.



Thank ye for givin us a holler across the taverns of social media, 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 so ye never miss a message in a bottle with the latest news on Sid Meiers Civilization VI.


[ 2020-10-20 17:05:14 CET ] [ Original post ]

Civilization VI - October 2020 Update Coming Next Week

Ahoy, you scallywags! We're happy to share that the next FREE update for Civilization VI will be available to all players on October 22. Watch the developer video below for more info:

[previewyoutube=Y6vS5K9GnB0;full][/previewyoutube]

This update includes the new unique multiplayer scenario Pirates (which well go more in-depth on later) as well as some balance changes, AI updates and more. Well have the full update notes available alongside the patch on October 22.



Thank ye for givin us a holler across the taverns of social media, 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 so ye never miss a message in a bottle with the latest news on Sid Meiers Civilization VI.


[ 2020-10-13 17:00:08 CET ] [ Original post ]

Civilization VI - Byzantium & Gaul Pack Available Now


Were excited to announce the Byzantium & Gaul Pack is available now, as part of the New Frontier Pass or as an individual $8.99 purchase.

https://store.steampowered.com/app/1284470/

Todays release of the Byzantium & Gaul Pack is the third in a planned series of premium updates for Civilization VI that were calling the New Frontier Pass. If you purchase the New Frontier Pass, youll also get the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs.

Here are the full update notes:

[h3]Byzantium and Gaul Pack[/h3]
[h3][NEW FEATURES][/h3]

[previewyoutube=GaZndwXCIAQ;full]https://www.youtube.com/watch?v=GaZndwXCIAQ[/previewyoutube]
[h3]Civilization: Byzantium[/h3]

Unique Ability Taxis

  • Units receive +3 Combat Strength or Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). Byzantium's Religion is spread to nearby cities when defeating an enemy unit belonging to a civilization or city-state. +1 Great Prophet point from cities with a Holy Site district.

Unique Unit Dromon
  • Classical Era unit that replaces the Quadrireme. These units have greater range than the Quadrireme and +10 Combat Strength against units.

Unique Infrastructure Hippodrome
  • [Base Game or Rise and Fall] Replaces the Entertainment Complex. Provides +3 Amenities, and cheaper to build. When the Hippodrome and buildings in this district are constructed, receive a Heavy Cavalry unit.
  • [Gathering Storm] Replaces the Entertainment Complex. Provides +3 Amenities, and cheaper to build. When the Hippodrome and buildings in this district are constructed, receive a Heavy Cavalry unit. Units granted from this district do not have a resource maintenance cost.

Leader: Basil II

Ability Porphyrognntos
  • Heavy and Light Cavalry do full damage against cities following the same religion as Byzantium. Gain the Tagma unique unit when the Divine Right civic is discovered.

Unique Unit Tagma
  • Medieval Era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +4 Combat Strength or Religious Strength.

Agenda Divine Guardian
  • Likes civs following their religion.
  • Converts civs to their religion.
  • Dislikes civs who do not have Byzantiums religion as majority.


[previewyoutube=NPhGpbCIPUA;full][/previewyoutube]
[h3]Civilization: Gaul[/h3]

Unique Ability Hallstatt Culture
  • Mines provide a minor adjacency bonus for all districts, a Culture Bomb of unowned territory, and receive +1 Culture. Specialty districts do not receive a minor adjacency for being adjacent to another district and cannot be built adjacent to the City Center.

Unique Unit Gaesatae
  • Ancient era unit that replaces the Warrior. This unit has increased cost and receives +10 Combat Strength when fighting units with a higher base Combat Strength. +5 Combat Strength against district defenses.

Unique Infrastructure Oppidum
  • Cheaper and available earlier than the district it replaces, the Industrial Zone. The Oppidum district is defensible with a ranged attack. When the first Oppidum is constructed, the Apprenticeship technology is unlocked. Major adjacency bonus from Quarries and strategic resources.

Leader: Ambiorix

Ability - King of the Eburones
  • Gain Culture equal to 20% of the units cost when a non-civilian is trained. Anti-Cavalry, Melee, and Ranged Units receive +2 combat for every adjacent military unit.

Agenda Scourge of Rome
  • Likes civilizations with lots of units(not necessarily the strongest units).
  • Dislikes civilizations with tiny armies.
  • Tries to build a large army.

[Rise and Fall or Gathering Storm] Dramatic Ages Game Mode

With Dramatic Ages enabled, the stakes of each Age are much higher! Aside from the initial Age, each Age will be either Golden or Dark, depending on the civilizations Era Score. Era Score can be earned by completing Techs and Civics and from promoting units (for each promotion after the first). If players earn a Golden Age, any excess Era Score will turn into extra Loyalty pressure, which can be a significant factor if a neighbor has fallen into a Dark Age. In addition, players will have access to powerful Policy cards that you can use in the Wildcard slot of your government but watch out entering a Dark Age means that some of your cities will rebel! Players in Dark Ages will have a portion of their empire immediately turn into Free Cities, and these Free Cities can exert pressure on other cities. On easier difficulty settings, AI players lose many more cities than players. On harder difficulty settings, human players do. On Prince, they lose an equal amount.

Georgia will have their Civ Unique Ability, Strength in Unity, tweaked when Dramatic Ages is enabled:


  • Without Dramatic Ages enabled: When making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus. +50% Production towards defensive buildings.
  • With Dramatic Ages enabled: While in a Golden Age, gains an extra Wildcard Policy Slot, and may use Dark Age Policies. +50% Production towards defensive buildings.


Golden Age Policies

Available from Classical to Medieval Eras:
  • Mandala State: +4 Culture for every Wonder. Each Wonder in your cities cause foreign cities within 9 tiles to lose 2 Loyalty per turn.
  • Free Inquiry: Commercial Hubs and Harbors provide Science equal to their Gold bonus. Campuses provide Gold equal to their Science bonus.

Available from Classical to Renaissance
  • Praetorian Guard: Wounded units can heal +10 HP per turn. +2 Production to Encampment districts and buildings.
  • Exodus of the Evangelists: +2 Movement for Missionaries, Apostles, Gurus, and Inquisitor; newly trained ones receive +2 Charges. +4 Great Prophet Points
  • Monumentality: +2 Movement for Settlers and Builders. Civilian Units may be purchased with Faith. Builders are 30% cheaper to purchase.

Available from Renaissance to Modern Eras
  • Sakdina: While your projects are active each of your Citizens exerts +0.5 Loyalty pressure to their city. When your projects complete, receive +10% additional Great People Points for every Building in that projects district.
  • Reform the Coinage: Your Traders cannot be Plundered. International Trade Routes provide +3 Gold per specialty district in the foreign city.

Available from Industrial to Modern Eras
  • Culture Industry: +1 Culture per Specialty District for each city. Cities receive +25% Production towards Non-Specialty Districts. May purchase Entertainment Complex and Water Park buildings with Faith.

Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm]
  • Heartbeat of Steam: +10% Production towards Industrial and later Wonders. Campus districts Science adjacency bonus provides Production as well.
  • To Arms!: +50% XP to all units and +25% Production towards military units.

Available from Atomic to Information [Rise and Fall] or Atomic to Future [Gathering Storm] Eras
  • Solidarity: All Governors exert 2 additional foreign Loyalty pressure. All your cities with governors receive +25% Gold and +25% Faith.
  • Wish You Were Here: +100% Tourism to all National Parks and +50% Tourism from World Wonders.
  • Sky and Stars: +30% Production to Spaceports and Aerodromes. +15% Science and Production to Cities with either a Spaceport or Aerodrome.

Available from Information to Future Eras
  • [Gathering Storm] Popular Front: +100% Favor from Suzerainty of City-States and Alliance Level. Your Trade Routes to City-States provide +4 to all yields.
  • [Gathering Storm] Military-Industrial Complex: All improved Aluminum, Oil, and Uranium resources yield 2 additional resource per turn. All combat units receive +5 Combat Strength and, if the unit has a range attack, +1 Range.

Dark Age Policies
  • Flower Power, Rogue State, Cyber Warfare, Automated Workforce, and Disinformation Campaign Dark Age Policies are unchanged.

Available from Classic to Medieval Eras
  • Monasticism: +75% Science in cities with a Holy site. BUT: -25% Culture in cities without a Holy Site.

Available from Classical to Renaissance Eras
  • Inquisition: Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. BUT: -15% Science in all cities.
  • Decentralization: Cities with 6 or less population receive +4 loyalty per turn. BUT: Cities with more than 6 population receive -15% Gold.
  • Elite Forces: +100% combat experience for all units. BUT: +1 Gold to maintain each Spy and military unit.

Available from Classical to Industrial Eras
  • Isolationism: Domestic routes provide +3 Food, +3 Production, and +3 Gold. BUT: Can't train or buy Settlers or settle new cities.

Available from Renaissance to Modern Eras
  • Samoderzhaviye: +50% Production in your Capital. BUT: All Governors are neutralized and cannot be reestablished.

Available from Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm] Eras
  • Robber Barons: +50% Gold and +25% Production in Cities with a Bank or Shipyard. BUT: -2 Amenities in all cities.

Available from Industrial to Information [Rise and Fall] or Industrial to Modern Eras [Gathering Storm]
  • Soft Targets: +10 Combat Strength when defending city attacks and attacking district defenses. BUT: -3 Combat Strength against units.

Available from Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm]
  • Despotic Paternalism: +4 Loyalty per turn in cities with Governors. BUT: -15% Science and -15% Culture in all cities without a Governor

Available from Modern to Information [Rise and Fall] or Modern to Atomic [Gathering Storm]
  • Collectivism: Farms provide +1 production. +2 Housing to all cities. Industrial Zones provide Food equal to their Production bonus. BUT: Great People Points earned 50% slower.

World Wonders

Statue of Zeus
  • Requirements: Must be built adjacent to an Encampment with a Barracks building and on Flat land.
  • Grants 3 Archers, 3 Spearmen, and a Battering Ram. +50% Production towards anti-cavalry units. +3 Gold per turn.

Biosphre
  • Requirements: Must be built along a River adjacent to a Neighborhood district.
  • [Base game and Rise and Fall] When completed receive 100 Science for every Marsh, Rainforest, and Woods in this city. +1 Appeal to tiles adjacent to Rainforest and Marsh in your empire. +8 Science.
  • [Gathering Storm] Receive +200% Power for all Offshore Windfarms, Solar Farms, Wind Farms, Geothermal Plants, and Hydroelectric Dams. This building and these improvements provide Tourism equal to their Power. +1 Appeal to tiles adjacent to Rainforest and Marsh in your empire.

New Map
  • Highlands - Test your civilization against a map dominated by hills and mountain ranges.

[h2]Free Game Update [/h2]

[h3][GAMEPLAY/BALANCE][/h3]
  • Georgias abilities are now the same in Gathering Storm and Rise and Fall.
  • Resources will now be removed when building Canal connections.
  • Entering the in-game options menu now cancels the ranged attack arrow.
  • +1 Food to Pastures bonus moved from Exploration civic to Stirrups tech.
  • City-State placement has been updated to make invalid positioning less likely to occur.
  • Fixed an issue allowing players to build a Secret Society unique buildings and also the equivalent replacement buildings.
  • Fixed an issue with the Work Ethic Follower Belief where bonuses to districts were not being re-applied after a pillaged district was repaired.
  • Grabbing a Tribal Village by owning the tile it occupies grants Era Score.
  • Barbarians now move to valid tiles when converted in closed-border territory instead of disappearing.

[UI]
  • Alliance type is now displayed in the tooltip when the Agreements category is minimized.
  • Government menus list of filters will now scroll when text overlaps the screen.
  • Button styles in multi-select window have been unified.
  • Unique units and infrastructure on Civilopedia leader pages are now presented more consistently.
  • Fixed an issue where quantities for items were not updating after being edited when proposing demands or deals to a human player in the Diplomacy menus.

[AI]

  • Additional AI improvements

  • [MISC]
    • Antioch City-State replaced with the Venice City-State.
    • Fixed an issue that was causing map selection to break.
    • Map visual update now occurs after a player has stopped panning the map to make hitching less likely.
    • Fixed an issue where the Are You Sure prompt was not appearing when attempting to exit the game while on the Player Turn prompt during a hotseat game.
    • Fixed an issue where the game could not be force closed except by the Exit to Desktop button when a player had been defeated during a multiplayer hotseat game.
    • Additional text updates.

    [CRASH]
    • Fixed a crash that would occur when a Builder cleared a Vampire Castle.
    • Fixed a crash that would occur when defeating units with a GDR.
    • Fixed a crash that would occur when slotting policy cards.
    • Additional crash fixes.


    https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/



    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 Meiers Civilization VI.



    [ 2020-09-24 18:52:09 CET ] [ Original post ]

    Civilization VI - First Look: Ambiorix Leads Gaul


    Ambiorix was the co-ruler of the Eburone tribe of Gallia Belgica (north-eastern Gaul, modern-day Belgium) who led an insurrection against Caesars occupying forces in the winter of 54/53 BCE. Although his real name has been lost to history, he remains well-known by his title, Ambiorix, which means The King in All Directions.

    [previewyoutube=NPhGpbCIPUA;full][/previewyoutube]

    [h2]Unique Leader Ability - King of the Eburones[/h2]
    Ambiorixs King of the Eburones ability allows his civilization to gain additional Culture based on unit cost when a non-civilian is trained. Melee, anti-cavalry, and ranged units also receive bonus Combat Strength for every adjacent combat unit.

    [h2]Unique Gaul Ability - Hallstatt Culture[/h2]
    Mines provide minor adjacent bonuses for all districts, a Culture bomb of unowned territory, and receive bonus Culture. Specialty districts do not receive a minor adjacency for being adjacent to another district and these districts cannot be built adjacent to the City Center.


    [h2]Unique Unit - The Gaesatae[/h2]
    Ambiorixs elite units are more expensive to train, but receive additional Combat Strength when fighting stronger units and district defenses.


    [h2]Unique District - The Oppidum[/h2]
    This district is cheaper and available earlier than the Industrial Zone and unlocks the Apprenticeship technology when constructed. It is defensible, offering its own ranged attack, and receives a major adjacency bonus from Quarries and strategic resources.

    https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

    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 Meiers Civilization VI.



    [ 2020-09-22 17:00:08 CET ] [ Original post ]

    Civilization VI - First Look: Basil II Leads Byzantium


    Basil II (aka Basilius II) was the emperor of the Byzantine Empire from 976 to 1025 CE. He is remembered for conquering ancient Bulgaria, where he became known as the Bulgar-Slayer (Bulgaroktonos). Basil II's reign is one of the most significant in Byzantine history due to his constant military campaigns; these exploits led to the zenith of Byzantine power in the Middle Ages. The restoration of the Danubian frontier helped establish a more stable and secure border for the empire in Europe, maintaining a stronger frontier against Hungarian and Pecheneg raiders.

    [previewyoutube=GaZndwXCIAQ;full][/previewyoutube]

    [h2]Unique Leader Ability - Porphyrognntos[/h2]
    Basil IIs Porphyrognntos ability allows Heavy and Light Cavalry units to do full damage against cities following the same religion as Byzantium. Basil II also gains the Tagma unique unit when the Divine Right civic is discovered.



    [h2]Unique Units - The Dromon and the Tagma[/h2]
    The Dromon replaces the Quadrireme, has additional range, and receives additional Combat Strength against units. The Tagma replaces the Knight and grants nearby land units additional Combat Strength or Religious Strength.


    [h2]Unique District - The Hippodrome[/h2]
    This district replaces the Entertainment Complex district, is cheaper to build, and provides additional Amenities. Grants a Heavy Cavalry unit when the Hippodrome and its buildings are constructed.

    https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

    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 Meiers Civilization VI.



    [ 2020-09-17 17:00:10 CET ] [ Original post ]

    Civilization VI - September 2020 DLC Comes to New Frontier Pass September 24

    Hello, Civilization fans! Were excited to reveal the first details on the third content drop, coming to the New Frontier Pass on September 24.

    [previewyoutube=luCPEDhY8tA;full][/previewyoutube]

    This pack two new civilizations and leaders , a new Dramatic Ages game mode, additional World Wonders and a new map script.

    Look for more info on all the new content as we approach launch on September 24th.

    https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

    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 Meiers Civilization VI.


    [ 2020-09-14 17:00:04 CET ] [ Original post ]

    PC and Mac/Linux Crossplay Hotfix Coming Tomorrow

    Sharing a follow up on a previous desync issue between PC and Mac/Linux players: tomorrow morning at 10 a.m. PT, we're pushing out a hotfix for Civilization VI that will re-enable crossplay between PC and Mac/Linux. We really appreciate your patience while we worked with our partners at Aspyr.


    [ 2020-09-10 00:45:54 CET ] [ Original post ]

    Civilization VI - August 2020 Game Update Available Now

    Were excited to announce the August 2020 Game Update is now available to all Civilization VI players.

    [previewyoutube=ezIZD0gKIyk;full][/previewyoutube]

    Included in this update is the new Natural Wonder picker, which lets you customize the Natural Wonders that will (or wont) show up in your game, and the Tech and Civics Shuffle mode, a new way of playing that randomizes your path forward on the Tech and Civics trees. Read on for the full list of whats in todays free game update.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/


    While we were testing the August game update, we encountered an issue that was causing PC and Mac/Linux cross-play to become desynced around the mid-game point. For now, well be turning off cross-play while we work with our partners at Aspyr to investigate a fix and well be sharing updates as soon as we get them. Everyone will still receive the update tomorrow and Mac/Linux users will still be able to play with each other; we wanted to make sure this didnt come as a surprise and really appreciate everyones patience and understanding here.

    [NEW FEATURES]

    Tech and Civic Shuffle Mode

    This new game mode adds variety to the tech tree, as it shuffles techs and civics within their historical eras, leading to different costs and prerequisites than normal. The resulting trees are the same for all players. Techs and civics are also hidden until a prerequisite is earned, preserving the mystery of discovery all the way until the end of the game.

    Natural Wonder Picker

    Sick of the Bermuda Triangle? Want to break the Delicate Arch? In Advanced Setup, you can now bring up a new menu to choose which Natural Wonders you would like to include in your next game. Wonders checked are not guaranteed to be in your next game, rather, they are part of the pool of Wonders that will then be randomly selected and placed.

    [GAME UPDATES]

    Items in the list below apply to the Gathering Storm ruleset only.

    [BALANCE/POLISH]

    Amenities

    • Removed the free population amenity.
    • Added an amenity to the palace.
    • Increased the Golf Course amenities by 1.
    • Decreased all negative amenity level thresholds by 1. Increase Happy and Ecstatics minimum by 2.

    o New city thresholds:
    • Ecstatic at 5+
    • Happy at 3 to 4
    • Content at -1 to 2
    • Displeased at -3 to -2
    • Unhappy at -5 to -4
    • Unrest at -7 to -6
    • Revolt at -8

    o Negative amenities non-food yield decrease changes:
    • Displeased -10%, was -5%
    • Unhappy -20%, was -10%
    • Unrest -30% (stays the same)
    • Revolt -40%, was -60%


    • The Theater Square now gains a major adjacency bonus with the Entertainment complex and Water Park.

    Government Plaza Buildings
    • Grand Masters Chapel provides +5 faith.
    • +3 Diplomatic Favor from the Foreign Ministry.


      • The Naturalist unit now initially costs 600 Faith and will increase by 100 Faith after each purchase.
      • Fixed issues that prevented Apostles from receiving all available promotions.
      • The Appeal stat has been added to the trait section of the Districts, Terrains, Improvements, and Features Civilopedia pages.
      • The text for the Acropolis district now correctly shows major adjacency bonuses for adjacent Wonders.

    Apocalypse Game Mode
    • Reduced volcanic activity.
    • Reduced frequency of Aid Requests.
    • Added CO2 production to Soothsayer actions (50 for causing a disaster, 30 for sacrificing a unit).

    Forest/Jungle Fires now remain in the burnt state longer.

    [AI]
    • Added some bias towards getting governments with lots of wild card slots.
    • Fixed an issue where the AI was overvaluing bonuses from governments for cities with governors.
    • Increased desire for civics that unlock new governments. Capped desire for Theology for high Faith income civs (ensures they can move on to tier 3 or 4 governments).
    • Various AI improvements.


    • Governors assigned to a City-State are now displayed in the City-States panel.
    • Fixed an issue that caused map selection to break.
    • Various UI bug fixes and polish.

    [MISC]
    • Fixing balanced start positions choosing invalid placements.
    • Added bias for starting in the center of a continent the player does not share with other majors.

    [CRASH]
    • Fix crash when forming a Corps and the unit that is joining is not on the map.
    • Additional crash fixes.




    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 Meiers Civilization VI.


    [ 2020-08-27 18:16:38 CET ] [ Original post ]

    Civilization VI - August 2020 Game Update Coming Next Week

    We're happy to share that the next FREE update for Civilization VI will be available to all players on August 27.

    [previewyoutube=ezIZD0gKIyk;full][/previewyoutube]

    The Civilization VI - August 2020 Game Update, a free update that will be available to all Civilization VI players, adds some interesting new options for your games. With the Natural Wonder picker, you can customize which Natural Wonders will show up - or won't - in your session. Tech and Civics Shuffle mode adds a bit of mystery by randomizing your path forward on the Tech and Civics trees.

    Make sure you watch the dev video above for all the info, and be sure to come back here when the update launches on August 27 for the full patch notes.



    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 Meiers Civilization VI.


    [ 2020-08-17 17:00:05 CET ] [ Original post ]

    Civilization VI - Ethiopia Pack Available Now

    Were excited to announce the Ethiopia Pack is available now, as part of the New Frontier Pass or as an individual $4.99 purchase.

    https://store.steampowered.com/app/1270540/
    https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

    Todays release of the Ethiopia Pack is the second in a planned series of premium and free updates for Civilization VI that were calling the New Frontier Pass. If you purchase the New Frontier Pass, youll also get the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs, also available alongside the release of the Ethiopia Pack today.




    Here are the full update notes:

    [h2]Persona Pack [/h2]
    [h3]Theodore Roosevelt (Rough Rider)[/h3]
    Unique Ability Roosevelt Corollary


    • Units receive +5 Combat Strength on their home continent. Envoys sent to City-States you have a Trade Route to count as two Envoys. Gain the Rough Rider unique unit with Rifling.

    Agenda Big Stick Policy

    • Likes peaceful civilizations that have a city on his home continent.
    • Dislikes civilizations starting wars on his continent.

    [h3]Theodore Roosevelt (Bull Moose)[/h3]
    Unique Ability Antiquities and Parks

    • Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2 Culture. All tiles in a city with a National Park are +1 Appeal.

    Agenda The Bull Moose

    • Likes civilizations with high appeal tiles.
    • Dislikes civilizations with low appeal tiles.
    • Settles near high appeal tiles and builds more high appeal districts and wonders.

    [h3]Catherine De Medici (Magnificence)[/h3]
    Unique Ability - Catherines Magnificences

    • Improved Luxury resources adjacent to Theater Square districts or Chteaux receive +2 Culture. May initiate the Court Festival project in any city with a Theater Square district. When the project finishes, players earn Culture and Tourism based on the number of excess copies of Luxury resources France possesses.

    Agenda - Sumptuous Finery

    • Likes civilizations that trade Luxury resources to France.
    • Dislikes civilizations that have not made such a trade.
    • Tries to collect as many copies of Luxury resources as possible.


    Please note: Original Catherine De Medici can now be found as Catherine de Medici (Black Queen)

    [h2]Ethiopia Pack[/h2]

    [NEW FEATURES]

    [h3]Ethiopia Civilization[/h3]
    Unique Ability Aksumite Legacy

    • Ethiopias International Trade Routes grant +0.5 Faith per resource at the origin. Improved resource tiles receive +1 Faith for each copy of the resource the city owns. Can purchase Archaeology Museums and Archaeologists with Faith.

    Unique Unit Oromo Cavalry

    • [Base Game or Rise and Fall] Ethiopian unique Medieval era light cavalry unit. Has additional sight and receives no Movement penalty from moving in Hills.
    • [Gathering Storm] Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no Movement penalty from moving in Hills.

    Unique Improvement Rock Hewn Church

    • [Gathering Storm] Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia. Gives +1 Faith and +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith, after researching Flight. +1 Appeal. Can only be pillaged (never destroyed) by natural disasters. Can only be built on Hills or Volcanic Soil not adjacent to another Rock-Hewn Church.
    • [Base Game or Rise and Fall] Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia. +1 Faith. +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith, after researching Flight. +1 Appeal. Can only be built on Hills not adjacent to another Rock-Hewn Church.

    [h3]Leader - Menelik II[/h3]

    Ability - Council of Ministers

    • Receive Science and Culture equal to 15% of your Faith generation in cities founded on Hills. Units receive +4 Combat Strength on Hills.


    Agenda - Ethiopian Highlands

    • Prefers building cities on Hills.
    • Likes Civs who build cities away from Hills.
    • Dislikes Civs who build cities near or on Hills.

    New District
    Diplomatic Quarter

    • [Base or Rise and Fall] Your civilization receives +1 Culture for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.
    • [Gathering Storm] Your civilization receives +1 Diplomatic Favor for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.


    Envoy bonuses have been rebalanced to tie into the Diplomatic Quarter and its Tier 1 and 2 buildings (more information on those below).
    • Having 1 Envoy assigned grants +1 yield in the first building of particular districts and Capital.
    • Having 3 Envoys assigned grants +2 yield in the second building of particular districts and Consulate building.
    • Having 6 Envoys assigned grants+3 yield in the third building of particular districts and Chancery building.

    New Buildings
    Consulate

    • +2 Influence Points per turn. Enemy Spy levels are reduced by 1 when targeting this city or cities with Encampments.

    Chancery

    • +3 Influence Points per turn. When this civilization captures or kills an enemy Spy, receive 50 Science for every level of the enemy Spy.


    [Rise and Fall or Gathering Storm]
    Secret Societies Game Mode

    Discover the secret societies pulling the strings of civilization since the dawn of man. Only the most privileged have ever laid eyes on them. Each Society grants new unseen powers but make your selection carefully. Once a Society is joined, you can never leave.

    This game mode adds four powerful and mysterious Secret Societies to the world. To make contact, seek out a Society where its influence might hide: Barbarian Camps, Tribal Villages, Natural Wonders, or City-States. Discovery is not guaranteed, but you are more likely to find a Society that other players have not discovered, or on continents where no Society has yet been discovered. Alternatively, invest in diplomatic visibility to learn about them from other leaders.

    Discovering a Society unlocks a unique Governor with powerful bonuses, which players do not need to assign to a city. Once you become a member of a Society, you commit to membership for the rest of the game.

    Alliances with players who are members of the same Society generate Alliance Points more quickly, and those players will have an improved opinion of you in diplomacy. Players who are members of a different Society, however, will dislike you once they are aware of your affiliation.

    [h3]Owls of Minerva[/h3]

    • A player has a chance to discover this Society by sending Envoys to any City-State they currently have no Envoys at.

    Governor Bonuses:

    • Level 1: +1 Economic policy slot. Each Trade Route started with a City-State awards 1 Envoy there.
    • Level 2: Unlocks the Gilded Vault. Replaces the Bank. Also provides this Commercial Hubs gold adjacency bonus as Culture. Gives +1 Trade Route capacity if this city has a Harbor.
    • Level 3: +1 Wildcard policy slot. +2 Spy capacity. Cities with a Spy get +4 loyalty per turn and +1 Amenity.
    • Level 4: Whenever an offensive spy mission is successful, you also gain half of the Gold, Faith, Culture, and Science that the targeted city earned that turn. Earn 3% of your Gold treasury as Gold per turn (up to 1000 Gold per turn).

    [h3]Hermetic Order[/h3]

    • A player has a chance to discover this Society by discovering any Natural Wonder.

    Governor Bonuses:

    • Level 1 - Reveal the Ley Line resource on the map. Ley Lines give standard adjacency to all specialty districts.
    • Level 2 - Unlock the Alchemical Society. Replaces the University. Also provides +1 Great Merchant point, and +1 Great Engineer point. +2 Production. Provides the Campuss Science adjacency bonus as Gold.
    • Level 3 - For every Great Person earned, Ley Lines receive +1 yield equal to that Great Person's district type. Great Admirals and Great Generals earn +1 Science.
    • Level 4 - Unlocks Occult Research, a city project that requires the Campus district. It provides Gold while active. When completed, it grants Great Merchant, Great Scientist, and Great Engineer points. It also grants Science for every Ley Line in the city

    [h3]Voidsingers[/h3]

    • A player has a chance to discover this Society by investigating Tribal Villages.

    Governor Bonuses:

    • Level 1 - Unlocks the Old God Obelisk. Replaces the Monument. Also provides +4 Faith and 1 Great Work slot that can hold any kind of Great Work.
    • Level 2 - Cities earn Gold, Science, and Culture per turn equal to 20% of their Faith per turn rate.
    • Level 3 - Unlock the Cultist unit. Purchased with Faith, it is a Religious unit that can spend a charge to 'Recruit Followers' into the cult from enemy cities. This action reduces the Loyalty of the city it is in by 10 and requires a charge. When the Cultist expires, the owning player is awarded with a Relic of the Void
    • Level 4 - Unlocks the Dark Summoning city project which can be performed in cities that have an Old God Obelisk. While active, it converts Production per turn into Faith. When the project is completed, it increases the amount of Loyalty damage your Cultists do against enemy cities by 2 (up to a maximum of 30).

    [h3]Sanguine Pact[/h3]

    • A player has a chance to discover this Society by capturing Barbarian Camps.

    Governor Bonuses:

    • Level 1 Player granted a Vampire unit. Combat unit with variable melee strength. Reduced passive healing. Retreats to capital upon death, healing to 1 HP. Heals an additional 50 HP from pillaging enemy tiles. Gains Combat Strength when a unit dies adjacent to it. Has base Combat Strength equal to the player's strongest built unit. Strength from defeated Barbarian is capped at +10.
    • Level 2 - Unlock the Vampire Castle improvement. Cannot be placed next to another Vampire Castle. Can be placed on empty tiles in player-owned or neutral territory. Can only be placed by Vampires. Grants defensive bonus to any unit on the tile. Vampires move to the player's nearest Vampire Castle (or capital) when they die. The player may only have as many Vampire Castles as he has Vampires. Vampires can remove the player's Castles, and any unit can pillage Castles. Vampire Castles grant yields to their owner's capital equal to the yields of all adjacent tiles. Player granted a second Vampire unit.
    • Level 3 - Unlock Intimidation passive bonus for Vampires. Enemy units adjacent to the Vampire lose 5 Combat Strength. Vampires can pillage for 1 movement cost. Player granted a third Vampire and third Vampire Castle build.
    • Level 4 - Units can airlift to/from Vampire Castles. Player granted a fourth Vampire and a fourth Vampire Castle build


    Free Game Update
    [UI]

    • Added information to the Espionage pop-up that calculates mission success probabilities.
    • Fixed an issue where tooltips failed to update for the Chat Panel and Trade Menu when resizing them while having the Replace Hold-to Drag with Clicks option enabled during gameplay.
    • Fixed an issue where inaccurate information would be present in the World Climate menu after a Comet Strike during Apocalypse mode gameplay.
    • UI camera panning has been disabled when a popup is active to prevent unintended panning.
    • The items in the promotion panel stack now have more room to fit verbose languages.
    • Wonder movies can now be dismissed with right-click.


    [BUGS]

    • Fixed an issue with the Great Work Heist spy mission that prevented players from stealing Great Works.
    • Fixed an issue where a Great Prophet notification was not triggering after earning enough Great People points.
    • Fixed an issue where GDRs were incorrectly affecting city Defense Strength.
    • Fixed an issue where the incorrect information would be displayed when changing the number of Envoys, while there is an Envoy modifier in effect.
    • Fixed some internal calculations for Rock Bands and Tourism.
    • Fixed an issue where players would sometimes be prevented from planting woods on unrevealed resources.
    • Fixed an issue where max unit strength was not properly updating the city strength.
    • Fixed an issue where end of movement penalties were applying early and preventing units from using their final movement points.
    • Fixed an issue where restarting the build of a district would be prevented if a new resource had popped up on its location.
    • Fixed an issue where the Wonder Placement lens will remain open when opening and closing the City Details list before selecting a tile for a Wonder during gameplay.
    • Fixed invalid combat previews from appearing when units are awakened.
    • Fixed an issue where pillaged City-State resources would add to the number the Suzerain got, instead of subtracting.
    • Fixed various text bugs.
    • Fixed a crash caused by pillaging in neutral territory.
    • Various additional crash fixes addressed


    [AI]

    • Fixed an issue where AI tracking of Envoys was getting miscalculated when an Envoy modifier was in effect.
    • Additional AI improvements.


    [MULTIPLAYER]
    Red Death

    • Fixed an issue where units killed by mines and gifts stayed alive with 0 HP.
    • Fixed an issue where the spark animation showing at incorrect times
    • Text for a failed Gift Drop now displays on the target hex and is only available to the dropping player.
    • Added icon for Jocks Hail Mary ability.
    • The multiplayer chat window will now automatically begin scrolling once it has first filled with messages.




    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 Meiers Civilization VI.




    [ 2020-07-23 18:04:21 CET ] [ Original post ]

    Civilization VI - First Look: Menelik II Leads Ethiopia


    Emperor Menelik II, born Sahle Miriam, was one of Ethiopias most celebrated leaders. He ruled from 1889 to 1913, during which time he successfully fought off foreign invaders and expanded his kingdoms borders; established a national currency; built schools and railways; and introduced a national postal and telegraph system so citizens could stay in touch with one another.

    [previewyoutube=YCVa4LYYmoo;full][/previewyoutube]

    [h2]Unique Leader Ability - Council of Ministers[/h2]
    Menelik II earns additional Culture and Science based on the Faith of cities built on Hills. Additionally, his units have extra strength when fighting on Hills.


    [h2]Unique Unit - The Oromo Cavalry[/h2]
    Ethiopias elite units have improved Strength and Sight over other cavalry units. They also suffer no movement penalty when traversing Hills.


    [h2]Unique Improvement - The Rock-Hewn Church[/h2]
    This unique improvement may only be built on Hills or Volcanic Soil and provides Faith. Can only be pillaged, not destroyed, by natural disasters.

    [h2]Unique Ability - Aksumite Legacy[/h2]
    Ethiopias unique ability allows cities to earn additional Faith from resources, especially international trade routes originating from resource-rich cities. This ability also grants Ethiopia the ability to purchase Archaeology Museums or Archaeologists with Faith.

    https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

    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 Meiers Civilization VI.



    [ 2020-07-16 19:31:22 CET ] [ Original post ]

    Civilization VI - Ethiopia Pack Comes to New Frontier Pass on July 23


    Hello, Civilization fans! Were excited to announce the Ethiopia Pack, our second content drop as part of the New Frontier Pass, will be available for all players on July 23.

    This pack introduces a new civ and leader, a whole new District and additional buildings. Theres also Secret Societies, a new optional game mode with its own exclusive ruleset full of mystery and intrigue. Please note: Secret Societies game mode requires either the Rise and Fall or Gathering Storm expansion to play.

    Look for more info on all the new content as we approach launch on July 23.

    [previewyoutube=yIqV_YSt48w;full][DEV VIDEO EMBED][/previewyoutube]
    Subscribe to our YouTube channel http://2kgam.es/CivilizationYT

    Also, those who've purchased the Civilization VI - New Frontier Pass will receive the 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 reflects the changes to the leaders personality. Rough Rider Teddy excels at keeping the peace on his home continent, while Magnificence Catherine can use Luxuries to overwhelm the world with Culture and Tourism.




    https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

    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 Meiers Civilization VI.


    [ 2020-07-13 17:00:03 CET ] [ Original post ]

    Civilization VI - June 2020 Game Update Available Now

    Hello, Civilization fans! Were excited to release a new update, available today for all Civilization VI players.

    [previewyoutube=N3DSgevRgqc;full][/previewyoutube]

    Headlining this update is Red Death - Season 2, a new iteration of the PC multiplayer mode. Incorporating two additional factions, Red Death Season 2 also introduces unique faction abilities for both old and new cliques. Which faction will you join as you attempt to escape the Red Death?

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    Below, you will find the full notes on todays update.

    [NEW FEATURES]

    [PC ONLY]

    Red Death - Season 2

    New Playable Factions

    o Aliens Theyve always been here watching from the shadows - The Alien faction specializes in camouflage technology allowing them to turn invisible and ambush their enemies or escape dangerous situations. They also have health regeneration upping their survivability in any given skirmish.

    o Zombies Civilizations undead rise for humanitys final moments - The Zombie faction replaces all combat units with Zombie Hordes. These units cant heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.

    Faction Unique Abilities - Every faction, both old and new, has been outfitted with a unique ability.

    o Aliens Xenological Camouflage: All units can use Xenological Camouflage to become invisible to most units. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage.

    o Cultists The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status.

    o Borderlords Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location.

    o Jocks Hail Mary: Small tactical nuke that can be launched from any combat unit. Has a smaller blast radius of 1 hex.

    o Mutants Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death.

    o Preppers Improvised Traps: Units can build the Improvised Trap that causes damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions.

    o Pirates Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map.

    o Mad Scientists Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage

    o Wanderers Road Vision: Grants active visibility on all previously revealed terrain.

    o Zombies - Barely Weaponized Zombies (Passive): Killing a non-zombie enemy unit creates more Zombie Hordes. Zombie Hordes do not suffer combat penalties when damaged. City Ruins, Raider Camps, and Supply Drops grant additional Zombie Hordes instead of traditional units.


    • Observer Mode Upon defeat, players can now activate Observer Mode to watch the remainder of the match. Chat from players using Observer Mode will be hidden to remaining players.
    • You hear that? Thats the wasteland wind. Civilization VIs narrator joins the Red Death as game commentator!
    • Additional quality of life and AI improvements implemented.
    • Kick Voting
    • Players now have the option to boot uncivilized players from their multiplayer games. A vote can be initiated through the in-game chat panel.

    [BALANCE/POLISH]

    Items in the list below apply to the Gathering Storm ruleset only.

    Natural Wonders

    • Eye of Sahara: +2 Production and +1 Science base yield while still providing +3 Science and +1 Production once the game reaches the Atomic Era.
    • Yosemite: Additional +1 Food while still providing +1 Gold, +1 Science, and +2 Appeal to adjacent tiles.
    • Cliffs of Dover: +4 Appeal to adjacent tiles and still provides +3 Culture and +2 Gold for land tiles. (Before just+2 Appeal.)


    Religion/Beliefs

    • (NEW) Sacred Places Founder: +2 Science, Culture, Gold and Faith for each city following this Religion that has a World Wonder.
    • (NEW) Holy Waters Enhancer: Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
    • Lady of the Reed and Marshes Pantheon: +2 Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Production from Marsh, Oasis, and Desert Floodplains.)
    • Dar-e Mehr Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Faith and +1 additional Faith for each Era since constructed or last repaired.
    • Gurdwara Worship: Grants +1 Housing, +3 Faith, and +2 Food. (Before just +3 Faith and +2 Food.)
    • Pagoda Worship: +3 Faith and +1 Favor (Before +3 Faith and +1 Housing)
    • Feed the World Follower: Shrines and Temple provide +3 Food and +2 Housing each. (Before Shrines and Temples provided Food equal to their Faith output.)
    • Religious Community Follower: International Trade Routes provide +1 Gold for every Temple and Shrine in the origin city. (Before Shrines and Temples each provided +1 Housing.)
    • Warrior Monks Follower: Spending Faith to train Warrior Monks. Also, Culture Bomb adjacent tiles when completing a Holy Site. (Before only allowed spending to train Warrior Monks.)
    • Work Ethic Follower: Holy Site districts Faith adjacency bonus provides production as well. (Before just +1% Production for each follower up to 15%)
    • Church Property Founder: Removed
    • Cross-Cultural Dialogue - Founder: +1 Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
    • Pilgrimage Founder: +2 Faith for each city following this Religion. (Before +2 Faith for every city following this religion in other civilizations and City-States.)
    • Tithe Founder: +3 Gold for each city following the Religion. (Before +1 Gold for every 4 followers of this Religion.)
    • World Church Founder: +1 Culture for every 4 followers of this Religion. (Before +1 Culture for every 5 followers of this Religion in other civilizations.)
    • Burial Grounds Enhancer: Removed


    [MISC]


    • Play-By-Cloud functionality restored for all players.
    • Various crash and performance improvements implemented.
    • Additional general bug fixes and polish.


    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 Meiers Civilization VI.



    [ 2020-06-25 19:01:12 CET ] [ Original post ]

    Meet the New Factions of Red Death - Season 2

    Red Death - Season 2, the newest iteration of the competitive PC multiplayer mode, adds an observer mode, two new factions, narration from Sean Bean, and grants every faction in the game mode their own unique ability.

    Now, allow us to introduce you to the new factions of Red Death - Season 2:


    [h2]Zombie Overlords[/h2]

    Bad ideas dont just happen at once; they build on other bad ideas. So when a few of the Ethically-Challenged Scientists decided to extract a gigantic Mutant brain and hook it up to an industrial-sized truck battery, that was one bad idea. When they floated the brain in an old pickle jar filled with re-animation fluid, this was another bad idea. And when the brain began to show the ability to remotely animate corpses to do its bidding, they absolutely should not have put it on a giant mobile military vehicle and wheeled it out into the wasteland. But, no, Drs Romero, West, and Matheson led the brain (or perhaps it led them) out of the door, and now its your problem.


    The Zombie Overlords replace combat units with Zombie Hordes. These units cant heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.


    [h2]Aliens[/h2]

    There must be something wrong with your monitor. This is clearly a weather balloon, not the Area 51 UFO stuffed into the back of a truck. The helpful federal agents with the arms that bend the correct way and circular pupils (instead of the other kind) have fully engaged their bio-transformation devices and are not at all extraterrestrials looking for a way off of this rock (a planet of which they most certainly did not assist in the destruction). The truth is definitely out there, and we suggest you look for it there. Way out there. Probably out in the Red Death.


    The Aliens specialize in camouflage technology allowing them to turn invisible and ambush their enemies -- or escape dangerous situations! They also have health regeneration, upping their survivability in any given skirmish.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    Red Death - Season 2 comes to Civilization VI on PC via the free June 2020 Game Update, available this Thursday, June 25 at 10am PT.

    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 Meiers Civilization VI.



    [ 2020-06-24 17:00:38 CET ] [ Original post ]

    Civilization VI - June 2020 Game Update Coming Soon

    Were releasing the June 2020 Game Update to all Civilization VI players on June 25.

    [previewyoutube=N3DSgevRgqc;full][/previewyoutube]

    The June 2020 Game Update introduces Red Death - Season 2, our new iteration of the PC multiplayer battle royale mode. Well be going more in-depth on the two new factions, as well as whats changed with the season 1 factions, as we get closer to release.

    This update also fixes a few exploits in Civilization VI, such as being able to choose multiple Pantheon bonuses, and tweaks the yields on some Natural Wonders. We also took a pass at Religion and adjusted some Beliefs and even added a few new ones!

    Look for the full breakdown on this update when it launches on June 25.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    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 Meiers Civilization VI.



    [ 2020-06-18 17:00:04 CET ] [ Original post ]

    Quick Update on Maya Gran Colombia Pack on Mac/Linux


    Thank you to everyone who has been waiting patiently while we work with Aspyr to bring the Maya & Gran Colombia Pack to Mac and Linux. We want to make sure were delivering the best experience possible and are in the final stages of testing. We anticipate launching on Mac and Linux very soon and will provide an update as soon as available.

    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 Meiers Civilization VI.


    [ 2020-05-27 01:42:16 CET ] [ Original post ]

    Civilization VI - Maya Gran Colombia Pack Available Now

    Were excited to announce the first DLC pack in the Civilization VI - New Frontier Pass is available now!

    https://store.steampowered.com/app/1308090

    Todays release of the Maya & Gran Colombia Pack, available as part of the New Frontier Pass or as an individual $8.99 purchase, is the first in a planned series of premium and free updates for Civilization VI over the course of the next 12 months. If you purchase the New Frontier Pass, youll also get the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs, which will be delivered alongside the second add-on pack in July.



    The Maya & Gran Colombia Pack introduces Lady Six Sky as the leader of the Maya and Simn Bolvar 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 Hulche. Gran Colombia focuses on fast armies boosted by Simn Bolvars powerful Comandante Generals.

    [h2]FEATURES[/h2]
    Includes the Maya civilization with Lady Six Sky, the Hulche 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 Skys 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 Hulche, 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 Simn Bolvar, 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 units turn.
    • Leader Unique Ability: Simn Bolvar 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 players 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 Hulche: 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 Ejrcito Patriota
      • +1 Movement to all units.
      • Promoting a unit does not end that units turn.
    • Simn Bolvar Unique Ability - Campaa 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 Simn Bolvar
    • Unique Ability - Campaa 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.
    • Jos Antonio Pez
      • 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 Mario
      • 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 Nario
      • 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.
    • Jos Flix 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 Suzerains 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
      • Players 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 players 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 Zhukovs 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.



    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 Meiers Civilization VI.



  • [ 2020-05-21 06:05:17 CET ] [ Original post ]

    Civilization VI - First Look: Simn Bolvar Leads Gran Colombia

    Simn Bolvar, known colloquially as the Liberator, was a Venezuelan soldier and statesman who led much of South America in its successful campaign of liberation from Spain. He went on to become the first President of Gran Colombia, a state comprising many northern South American countries and parts of lower Central America from 1819 to 1831.

    [previewyoutube=5qKSQ1nvbDs;full][/previewyoutube]

    [h2]Unique Leader Ability - Campana Admirable[/h2]
    Whenever Gran Colombia enters a new era, it automatically earns a unique unit, the Comandante General. This unit is granted regardless of which type of Age is triggered.

    [h2]Unique Ability - Ejercito Patriota[/h2]
    Gran Colombias unique ability grants additional movement to all units. Additionally, promoting units does not end that units turn.


    [h2]Unique Unit - Comandante General[/h2]
    This unique unit has a wide range of passive and active effects. The Comandante General can increase combat bonuses, upgrade military units and more.


    [h2]Unique Unit - Llanero[/h2]
    This musical warrior replaces the Cavalry unit and becomes stronger with each adjacent Llanero. If the Llanero is in range of a Commandante General activating their unique ability, the Llanero will regain all lost health.


    [h2]Unique Improvement - Hacienda[/h2]
    The Hacienda provides Production, Gold and Housing bonuses, and a Food bonus for each adjacent Plantation. Haciendas and Plantations also receive Production bonuses for adjacent Haciendas.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    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 Meiers Civilization VI.



    [ 2020-05-19 17:00:28 CET ] [ Original post ]

    Civilization VI - First Look: Lady Six Sky Leads the Maya


    Ix Wak Chan Ajaw, better known as Lady Six Sky, was queen of the Maya city of Naranjo. While many of her deeds have been lost to time, extant monuments document her participation in important ceremonies and victories over enemies in battle.

    [previewyoutube=lQVk0s3rQh0;full][/previewyoutube]

    [h2]Unique Leader Ability - Ix Mutal Ajaw[/h2]
    This unique ability grants Maya yield bonuses to non-capital cities. It also adds a combat bonus to units within six tiles of the capital.

    [h2]Unique Ability - Mayab[/h2]
    This ability gives the Maya Housing and Gold bonuses from Farms, and grants an Amenity bonus for Luxury resources adjacent to the City Center. Settling adjacent to Coasts or Fresh Water does not provide housing bonuses.

    [h2]Unique Unit - Hulche[/h2]

    This unit is a stronger replacement for the Archer and receives bonus combat strength when attacking wounded units.

    [h2]Unique District - The Observatory[/h2]

    This District replaces the Campus and grants a minor adjacency bonus with Farms and a major adjacency bonus with Plantations.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    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 Meiers Civilization VI.



    [ 2020-05-14 17:00:08 CET ] [ Original post ]

    Introducing the Civilization VI - New Frontier Pass; First DLC May 21


    Welcome to the Civilization VI - New Frontier Pass, an exciting new series of new content that will allow you to continue your quest to become the greatest empire the world has ever seen.

    [previewyoutube=pwWowQvgT34;full][/previewyoutube]

    Through six premium add-on packs over the next year, the Civilization VI - New Frontier Pass offers eight new civilizations, nine new leaders and a variety of new gameplay content, including six new game modes. These add-on packs will release on a bimonthly basis from May 2020 to March 2021. Heres a rundown on the add-on packs:

    • 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.

    In addition to these six DLC drops, well also be deploying six additional free updates for all Civilization VI players. These updates will include balance changes and free content, among other surprises, so look out for those in-between DLC releases.


    Click image to enlarge

    [h2]Exclusive bonus: Teddy Roosevelt and Catherine De Medici Persona Packs[/h2]
    Two of Civilization VI's leaders are transformed with a new look and new abilities when you lead America and France! Rough Rider Teddy excels at keeping the peace on his home continent, and Magnificence Catherine can use Luxuries to overwhelm the world with Culture and Tourism. 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 leaders personality. The Persona Packs are available exclusively to owners of the New Frontier Pass and will be delivered with the second add-on pack.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    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 Meiers Civilization VI.


    [ 2020-05-11 17:00:04 CET ] [ Original post ]

    Save up to 75% in the Civilization Franchise Sale

    Looking to complete your Civilization VI content collection? Want to introduce a friend to the one more turn phenomenon? Nows the perfect time to upgrade to the Civilization VI Platinum Edition, with discounts of up to 75% across select titles in the Sid Meiers Civilization franchise.


    If youre looking to get into the latest entry in the series, you can pick up the Civilization VI Platinum Edition, which includes all Civilization VI content in a discounted bundle. If you own some, but not all, of the Civilization VI content, dont fret - its a Complete the Set bundle. This means Steam will automatically deduct what you already have in your library from the total.



    We also have deep discounts on legacy titles in the Civilization franchise. Whether you want to revisit the classics or simply learn more about the franchises roots, youll find plenty of value in the Civilization Franchise Sale.

    https://store.steampowered.com/app/3900/Sid_Meiers_Civilization_IV/

    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 Meiers Civilization VI.



    [ 2020-04-06 20:36:46 CET ] [ Original post ]

    2K Publisher Sale and Civilization VI Complete the Set Bundle

    Hello, Civilization fans!

    Starting today, and ending at 10am PT on March 16, you can save up to 75% off on Civilization VI content. Been waiting to pick up the latest expansion, Gathering Storm? Its now 40% off! Head on over to the Civilization VI product page to check out all of the deals.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/
    https://store.steampowered.com/app/645402/Sid_Meiers_Civilization_VI_Rise_and_Fall/
    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/

    In addition to the sale, were happy to share that the Civilization VI: Platinum Edition, which includes ALL Civilization VI content, is now a Complete the Set Bundle. This means that if you own any of the content included in the Platinum Edition, purchasing this bundle will allow you to complete your set and pay only for the products you dont already own while still receiving the full bundle discount on each of the individual products contained within. This has been a requested feature from the community and today were happy to deliver.



    Theres no better time than now to complete your Civilization VI content collection or give the gift of one more turn to a friend. 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 Meiers Civilization VI.


    [ 2020-03-12 18:10:32 CET ] [ Original post ]

    Save up to 75% off Civilization VI Content

    Hello, Civilization fans! Missing some content in your Civilization VI collection? Now's the time to experience what you're missing: Civilization VI is on sale until January 22, 2020.

    [previewyoutube=EZ8XRJNitCE;full][/previewyoutube]

    Whether you're picking up Civilization VI for 70% off, grabbing the Rise and Fall expansion for 50% off or the Gathering Storm expansion for 25% off, there is an offer just for you!. And, if you've been waiting to check out Civilization VI, there's a great deal on the Platinum Edition, which includes all available Civilization VI content for 60% off its every day price.

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/
    https://store.steampowered.com/app/645402/Sid_Meiers_Civilization_VI_Rise_and_Fall/
    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/

    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 Meiers Civilization VI.



    [ 2020-01-15 18:41:40 CET ] [ Original post ]

    Civilization VI September 2019 Update Available Now

    Hello, Civilization fans! As you saw in our September 2019 Update preview video (catch up below if you have yet to watch it), we have been working hard to release the September 2019 game update for Civilization VI. We are happy to share the update is available now!

    [previewyoutube=31IXlgaKXCo;full][/previewyoutube]

    The Civilization VI - September 2019 update also includes a new multiplayer mode: Red Death. In this new mode, try to outwit and outmaneuver other players as you all race to board the last space ship off the planet. For more info, watch this very serious and not-at-all humorous video:

    [previewyoutube=2tiZv0TvXyM;full][/previewyoutube]

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT

    Thank you, Civilization community, for your continued feedback on Civilization VI. This update should automatically download through Steam; if youre having trouble, restart Steam and double check your Steam client settings.
    [NOTE]

    • Unless otherwise noted, items in the list below are assumed to be Gathering Storm ruleset only.


    [FEATURES]
    • [ALL GAME VERSIONS] Red Death Multiplayer Scenario
      • General notes
        • If you still have a Civilian unit, then you are still in the game. Once your last Civilian is killed, you will have been eliminated. Be the last remaining player with a Civilian to win.
        • The Red Death is the radioactive mass that is consuming the planet. A Safe Zone ring will appear on the map. Periodically this ring will shrink. Keep your units inside the ring to avoid the Red Death.
        • On the top-left on the in-game screen is the Red Death tracker. The left portion tells the player how many turns until the ring shrinks, and the right-hand portion tells the player how much damage units will take if they end their turn inside the Red Death.
          • Red Death damage increases as the game progresses.
          • When the ring shrinks, the Red Death will advance each turn until it reaches the ring. This gives units caught outside of the ring some time to reach the safe zone.
          • Units cannot heal in the Red Death.
        • You can gain new units and supplies in the following ways:
          • Find and clear City Ruins to gain equipment. These appear as war-torn cities with stacks of crates and flares around them. A Ruined City can grant experience points, an Infantry, a Machine Gunner, an AT crew, or another Civilian.
          • Clearing a Raider Camp grants either a Helicopter Gunship, an AT Crew, or a Thermonuclear device (once you receive one, any of your combat units can use it).
          • Once the Red Death ring starts to advance, Supply Drops can appear near the ring edge (also has a notification so you can find them). These lucrative drops can grant either a Tank, a Mobile Artillery, or a Thermonuclear device.
        • Oceans and Lakes are corrosive and will damage your units each turn as you cross, so be quick!
        • Global heal rate increased from normal for fast-paced gameplay.
        • Units have unique promotion trees. Promoting units heals only 25 HP.
        • Raiders are random opponents that wander the map, making opportunity attacks on players from their camps. Raider units take no damage from the Red Death.
        • A typical match will take anywhere from 15-50 minutes depending on the number of players, and skill of play.
      • Factions:
        • Cultists: Observing The End, All units have +3 sight.
        • Doomsday Preppers: Always Prepare for The Worst, All units have +100% experience bonus.
        • Borderlords: Living On The Edge, +10 Combat Strength when 3 hexes or closer to the Safe Zone border.
        • Jocks: Witness Perfection, +5 Combat Strength.
        • Mad Scientists: This Will Only Hurt A Bit, All units heal 2x faster.
        • Mutants: Radiant Personalities, -50 Red Death damage. Radioactive Movement, +3 Movement for all units in the Red Death.
        • Pirates: Water Logged, All units take 50% less water damage and ignore additional movement cost from embarking and disembarking.
        • Wanderers: See You Later, Infantry and Machine Gunners, as well as Civilians in formation with them, have faster Movement on Woods, Rainforest, and Hill terrain.
      • UI:
        • Quick-join matchmaking added to front-end menu
        • How to Play section added to front-end menu.
        • Safe Zone displayed as a blue area on the map and mini map. Red Death displayed as a red area on the map and mini map.
        • Changed mini map tooltips to be more useful for the scenario. Tooltip displays whether tiles are in the Safe Zone or the Red Death.
        • Added mini map icons for the City Ruins, Supply Drops, and Raider Camps.
      • New Maps
        • [ALL GAME VERSIONS] Mirror Map: Randomly generated, balanced four-player map ideal for competitive multiplayer matches. Has option to mirror start positions as well.
        • [ALL GAME VERSIONS] Terra: A continents map where all major civilizations start on the largest continent.
        • Primordial: A map from an early time with unpredictable continents and islands. More volatile conditions exist with extra coastal lowlands and volcanoes. Try it on Disaster 4!
        • Tilted Axis: A polar projection of a continents map.
        • Splintered Fractal: A highly random map that will often form thin, snaky continents and islands.
        • Continents and Islands: Continents with more islands.
        • [ALL GAME VERSIONS] Add Lakes map to all rulesets
          • Add more small lakes to the Lakes map.
        • [ALL GAME VERSIONS] Move Seven Seas and Small Continents to all rule sets (before it was Gathering Storm only).
    [BALANCE/POLISH]
    • Civs
      • [ALL GAME VERSIONS] Exploitive Agenda: Adjusted some of the parameters on the Exploitative Agenda to make it care more about how many tiles are improved. Also bumped up the threshold for "sparsely improved".
      • Maori Civ Ability: Change the production from Unimproved Rainforest and Woods. Before it read "Unimproved Woods and Rainforest are +1 Production, becoming +2 once the Conservation civic is unlocked." Now it reads "Unimproved Woods and Rainforest are +1 Production. Additional +1 Production from Mercantilism and +2 Production from Conservation.
      • [XP1, XP2] Georgia Civ Ability Addition: +50% Production towards defensive buildings.
    • Governments
      • Added an extra policy card slot for each of the Tier 4 Governments: 3 Military for Corporate Libertarianism (was 2), 3 Diplomatic for Digital Democracy (was 2), 3 Economic for Synthetic Technocracy (was 2).
    • Great People
      • Great Admirals
        • Themistocles: Instantly creates a Quadrireme unit. +20% Production towards units of the Naval Ranged promotion class.
        • Leif Erikson: +1 Sight Range for all naval units. Allows all naval units to move over ocean tiles without the required technology.
        • Rajendra Chola: +3 Combat Strength for all naval units.
        • Zheng He: Grants a free Trader unit in this city and increases Trade Route capacity by 1. Foreign Trade Routes to this city provides +2 Gold to both cities.
        • Francis Drake: Instantly creates a Privateer with 1 promotion level. Military units get +50% rewards for plundering sea Trade Routes.
        • Ferdinand Magellan: Grants 1 free copy of the Luxury resource on this tile to your Capital city. Gain 300 gold (on Standard speed).
        • Ching Shih: Gain 500 Gold (on Standard speed). Military units get +60% rewards for plundering sea Trade Routes.
        • Horatio Nelson: Instantly builds a Lighthouse and Shipyard in this district. +50% flanking bonus for all naval units.
        • Chester Nimitz: Instantly creates a Submarine unit with 1 promotion level. Grants 1 Oil per turn. +20% Production towards units of the Naval Raider promotion class.
        • Grace Hopper: Unlocks 2 random technologies.
      • Improvements, Buildings, and Wonders
        • [ALL GAME VERSIONS] Mausoleum at Halicarnassus: +1 Science, +1 Faith, and +1 Culture on all Coast tiles for this city. Great Engineers have an additional charge. Must be built adjacent to a Harbor district.
        • Lighthouse: Now also provides +2 Housing if Harbor is adjacent to City Center.
        • Fishery: Now also provides 0.5 Housing.
        • Shipyard: Now also provides +1 Production to all unimproved coastal tiles in this city.
        • Camp: Now provides +2 Gold. Synthetic Materials also provides additional gold.
        • Plantation: Feudalism now increases Plantation yield by +1 Food.
        • Fishing Boats: Colonialism increases Fishing Boats yield by +1 Production.
      • Districts
        • Campuses now also receive a major adjacency for Reefs.
      • Map Gen
        • Increase the Water Luxuries on Splintered Fractal.
        • Reefs are no longer placed adjacent to Rivers.
      • Rock Bands
        • Promotions
          • Album Cover Art: Performs as if 1 level more experienced on Wonder tiles (Reduced from 2 levels).
          • Indie: Performing a concert causes that city to lose 40 loyalty (Reduced from 50 loyalty).
          • Music Festival: Can now also perform concerts on National Wonders.
          • Pop Star: Earn Gold equal to 25% of the Tourism generated (Was 50% Gold).
          • Space Rock: Performs at Spaceports and Campuses for +500 Tourism and 1 level more experienced (Can play at Campuses w/ no Uni for 500 or with Uni for 1000) (Was 1000 tourism at Spaceports and 1 Level).
          • Surf Band: Performs at Seaside Resorts and Harbors for +500 Tourism and 1 level more experienced (Can play at Harbors w/ no Shipyard for 500 or with Shipyard for 1000) (Was 500 tourism at Seaside Resorts and 1 Level).
        • World Congress
          • Nobel Prize in Physics: (Gold tier gets the Silver tier as well which is the same for all scored competitions)
            • Gold Tier: 1 Tech boost, Increases the accumulation of resources in cities with a University by 1 (Updated).
            • Silver Tier: 1 Tech boost, Increases the accumulation of resources in cities with a Research Lab by 1 (Updated).
            • Bronze Tier: 1 Tech boost (same).
          • Diplomacy
            • [ALL GAME VERSIONS] Protectorate War no longer triggers a Betrayal Emergency.
          • [ALL GAME VERSIONS] Unit Abilities UI Exposures
            • Multiple Leader and Civ assigned unit modifiers have been converted to unit abilities so they can be tracked in the UI.
            • Units with Anti-Air strength now have unit ability text describing its function.
            • Added abilities and text descriptions for Ranged and Bombard unit buffs/debuffs.
            • Unit modifiers granted by retiring Great Generals and Great Admirals are now applied as unit abilities so they can be displayed in the unit abilities UI list.
          • Natural Disasters
            • Reduce the likelihood of most damage effects from Hurricanes by a third.
            • The Veterancy Military Policy (unlocked by Military Training a Classical Civic) now includes Harbors and Harbor buildings.
    [UI] [ALL GAME VERSIONS]
    • Front End
      • Change "Additional Content" to be a sub-menu that hosts "MODS, Hall of Fame, and Credits". This reduces the main menu from 10 items (information overload) to 8 items.
      • New Map Type UI when starting a new game that features filtering and icon visualizations for the different maps. Only on Create Game and Advanced Setup menus in single player.
      • Single Player Jersey Support: Setup/Advanced Setup now allows the player to select their civilization color (jersey).
      • Leader list is now alphabetical, rather than grouped by release.
    • End Game
      • Add quick fade up of leader portrait (without a movie it looked jarring to snap from hide to show).
      • Fix ESC restarting end game movie.
    • Pantheon Chooser
      • Selected pantheon can now be cleared by clicking the button in the top panel.
      • Chooser now plays its slide animation when opening.
      • Adjusted button working/style to match other Chooser screens.
      • The Religion keybinding will now properly open/close the Pantheon Chooser.
    • Misc
      • Government Screen: Government card policy slot icons will squish together if they overflow the Government card to avoid overlap.
      • Pagination for Gossip Report added.
      • Added hotkey for the Power Lens.
      • Add a confirmation dialog box for when you are going to remove a feature by settling.


    [AI]
    • Domination
      • Improve ability to use GDR's (or other mixed melee/range) to take cities.
      • [ALL GAME VERSIONS] Allow units to move out of threatened areas when endangered, even on neutral territory. This manifested in AI units staying still and fortified while being attacked by ranged or air until they were dead.
      • [ALL GAME VERSIONS] Some bias adjustments to improve attacks on enemy cities.
      • [ALL GAME VERSIONS] Improve range/bombard garrisoning and improve melee garrison logic to attack when it is safe.
      • [ALL GAME VERSIONS] Don't try to assemble city attacks for target cities that have an unclear or hidden path. Improve ability to protect embarked units.
    • World Congress
      • Favor Trades: Adjust some favor trade values to make deals more viable.
      • Normalize evaluation of emergency projects (Send Aid was especially overvalued).
      • Mercenary Companies: AI no longer always chooses choice B, "Faith."
    • Great Works
      • [ALL GAME VERSIONS] Rework of how AI arranges and places Great Works to maximize culture generation. Corrected an issue that could cause the AI to throw away a Great Work.
    • Misc
      • [ALL GAME VERSIONS] Ensure AI finds rally points that are on the map.
      • [ALL GAME VERSIONS] Try to improve culture civ's race for Theater Squares.


      [PERF]
      • Significant optimization and improvements to Volcano VFX.
      • [ALL GAME VERSIONS] Perf optimizations to both Shaka and Mansu Musa.
      • [ALL GAME VERSIONS] Reduced memory usage.
      • [ALL GAME VERSIONS] Additional graphics performance improvements.


      [BUGS]
      • Production Overflow
        • Add the concept of 'salvage' production to the Build Queue. Previously, when salvaging production from a lost Wonder build, the production was added directly back to the build queue. This caused problems of not knowing where the extra overflow came from as well as causing build production to happen when the player's turn was not active.
          • e. Player A and B are making the same Wonder. Player A takes their turn, then Player B takes their turn and finishes the Wonder. The salvage production would be added to Player A's build queue immediately, possibly causing something to complete if the player had multiple things in their build queue.
        • Now, when the salvage production is given to player A, it is stored and then applied to player A's production overflow when player A becomes turn active again. This also fixes the issue of losing legitimate overflow, where we force clear production overflow on turn end to prevent a user from 'banking' overflow by force-ending their turn when a city has no production.
        • Fixed an issue where production on a unit could be transferred to something else by removing that unit from the production queue.
      • UI
        • When purchasing something in a city, make sure that if it was already in the build queue, it goes through the motions of removing the item in the build queue as if it were complete, so that if it was the first item, the next item in the build queue starts building properly.
        • The user was able to open but was unable to close the World Congress screen while the game is paused in multiplayer.
        • Fixed multiple Gossip reports issues.
        • Fix usable scroll area and logo clipping for various resolutions.
        • Remove the rank border designating a score tier while participating in a non-scored Emergency during gameplay.
        • A misleading "Location Pin" icon was present for Projects, Competitions, and Emergencies when the player views the Active Effects menu in the World Congress.
        • The previous results icon was appearing in low resolution when voting on a Resolution that has appeared before in the World Congress.
        • The target civ icon was appearing low resolution when viewing a Military Emergency.
        • The Alliance Points appeared with a zero denominator when viewed after an Alliance expires during expansion gameplay.
        • Climate Screen - Use the territory name as a fallback for continent name for climate events which will usually give us names for bodies of water.
        • Production/Gold/Faith production buttons will now be highlighted properly based on which production panel is currently selected.
      • Gameplay
        • Fixed a bug where pillaged districts in a conquered city would cost the full production price to repair. Now they cost 25% as intended.
        • Fixed a bug where pillaged districts would not regain applied bonuses upon repair.
        • Changed Mapuches Toqui experience bonus ability to be permanent on units so that it remains even after the governor is removed from the city.
        • Pillaged dams no longer prevent flooding.
        • The Swap Units operation was ignoring the ZoC state of the units, giving you the possibility of an extra move for a unit in the ZoC.
        • Fixed an issue that was preventing units that have the appropriate ability from attacking twice in a single turn.
        • Don't apply Grievances if a player conquers a City-State you have never met.
        • Prevent Laurier from taking the Exploitative random agenda
        • Eject rock bands from a player's territory when they adopt the Music Censorship policy.
        • [ALL GAME VERSIONS] Tomyris heal after kill ability was incorrectly being applied multiple times.
        • [ALL GAME VERSIONS] Polish Hussar pushback ability was not working correctly.
        • [ALL GAME VERSIONS] Air units can no longer attack plots marked as impassable.
        • [ALL GAME VERSIONS] Fixed an issue with military buildings not applying their XP bonus correctly.
        • [ALL GAME VERSIONS] Fixed incorrect modifier being applied by Royal Navy Dockyard.
        • [ALL GAME VERSIONS] Fix the Colossal Heads not providing faith with every 2 adjacent woods.
      • Unit Abilities
        • Fixed missing text description for Drone unit bonus ability. Changed Drone unit Civilopedia description text to be more accurate.
        • Fixed missing unit ability description for Observation Balloon range bonus. Changed Observation Balloon Civilopedia description to be more accurate.
        • Fixed text description for Supply Convoy movement bonus ability.
      • Misc
        • Mountain Tunnels, Qhapaq Nan, and Ski Resorts (improvements on Mountains) can no longer be destroyed (or pillaged) by natural disasters.
        • Transfer canal navigation properties on city capture.
      • Crash
        • Multiple crash fixes as seen in the public bug collector.
        • Fix a crash in the Australia scenario that could occur after a random event.

      [ART]
      • Adding a low-quality version of the volcano that gets used if the VFX quality setting is low.
      • Apply FOW blending in river overlay pass.
      • the game camera on the Ski Resort will now shake the snow. Why? Just cuz.
      • Adjusted volcano visuals to feel more volumetric and rolling/boiling.


      [MODDING]
      • [ALL GAME VERSIONS] World Builder
        • Added first pass at hand-drawn river flooding.
          • Edge case notes:
            • Only works for floodplains at least 3-long.
            • Only works for hand-created maps, not adjusted map-script created maps.
            • There are a couple places where a user may place a floodplain where it will never flood (like sharing a plain with another river branch, for example).
          • Use our own custom overlay type for Continent mode with more vibrant colors.
          • Normalize order of tool hotkeys and added them to the tooltips for user discoverability.
          • Integrate World Builder properly into the main menu flow instead of hanging off a weird button in the mods screen.
          • Fix several usability issues in Map Editor.
          • Add tooltips to the placement and plot mode buttons.
          • Stop the placement panel from eating the mouse around it.
          • Expose wonder distance check to Lua and wire up specific error message.
          • Fix many bugs related to changing terrain type and having resources/features/improvements go away when they're no longer compatible.
          • Show different continents in different colors when in Continent mode.
          • Only show spawn location icons in Advanced Mode.
          • Hide the tools palette when the Player Editor or Map Editor are up. This is necessary for 1024x768 screens.
          • Don't show labels options in World Builder that don't work.
          • Allow brush usage in Continent mode.
          • Fix some flipped tests that were locking out improvements unnecessarily.
          • Fixed text for rivers and cliffs to distinguish between placing and removing.
          • Split feature and Natural Wonder placement modes.
          • Fixup Natural Wonder undo when dealing with multi-tile features, especially ones that also modify the terrain as well. i.e. Lake NWs changing the terrain to coast.
          • Advanced Mode
            • Don't show spurious "Wonder" district in Player Editor anymore.
            • Add labels to all the items in the General tab of the player editor.
            • Don't create any units alongside a barbarian camp in the WB editor.
            • We don't support Garrison strength editing so don't even show it.
            • Districts are now placeable through the Plot Editor Districts can now be pillaged by the Placement Tool or Plot Editor.
            • Delete units when a player is edited.
            • Fix case where capital city would have no name if you changed a civ's leader to not match (Should help with mod civs too).
            • Fixed issues with the Plot Editor Improvement Pillaged checkbox. Fixed null error which prevented the Placement tool from placing improvements. Pillaged checkbox for Improvements now works with the Placement tool.
          • Tiled Map Importer
            • Fix additional crashes seen in the wild when importing maps from Tiled editor.
          • Misc
            • [ALL GAME VERSIONS] Removed constraint on map start positions that only allowed 1 entry for map/plot, as it was too restrictive for modders.
            • [ALL GAME VERSIONS] Looking up localized text in mods will now fall-back to other languages before failing.



    [ 2019-09-10 19:09:24 CET ] [ Original post ]

    Civilization VI - September 2019 Update Coming Soon

    Hello, Civilization fans! We're happy to share some details on the next game update coming for Civilization VI. For all the details, watch the full preview video here:

    https://youtu.be/31IXlgaKXCo

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm is available now. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-09-03 16:01:13 CET ] [ Original post ]

    Civilization VI: Gathering Storm June 2019 Update Available Now


    Hello, Civilization fans! As we revealed on the Sid Meiers Civilization YouTube channel a few days ago, we have been hard at work on a new update for Civilization VI and its now ready for release. Watch the video below to see the developer rundown for this latest update:

    https://youtu.be/BsW9ZtWLsr0
    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT

    Thank you all for your continued feedback on Civilization VI. This update automatically installs through Steam; if youre having trouble, please restart your Steam client.

    Please note: Due to the character count limit of Steam Community posts, you'll have to go to civilization.com for the full update notes. Click the link below to go to the post!

    Click here to read the full update notes


    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-06-18 19:04:21 CET ] [ Original post ]

    Civilization VI: Gathering Storm June 2019 Update Coming Soon

    Hello, Civilization fans! A new update is coming soon to Civilization VI: Gathering Storm and it's a big one. For all the details, watch the full preview video here:

    https://youtu.be/BsW9ZtWLsr0

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm is available now. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-06-03 16:00:00 CET ] [ Original post ]

    Daily Deal - Sid Meier s Civilization VI, 67% Off

    Today's Deal: Save 67% on Sid Meier’s Civilization® VI and the Digital Deluxe Edition!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends May 20 at 10AM Pacific Time


    [ 2019-05-06 19:03:00 CET ] [ Original post ]

    Civilization VI Great Works and Trade Update


    A new update, addressing issues that have emerged in the community following the release of the Antarctic Late Summer Game Update, is now available for Civilization VI. Please see below for details on this update.

    [NOTES]

    • Great Works no longer use Drag and Drop. They have been returned to the previous functionality of click to move.
    • Addressed the following trade exploits reported within the community:
      • Fixed: User could trade low Gold-per-turn for high Gold-per-turn with AI players, essentially stealing large amounts of Gold.
      • Fixed: AI was not valuing Strategic resources correctly. You could sometimes trade 1 iron for 18 iron. Once you offered over 20 Strategic Resources, the value from the AI would drop to 1 Gold regardless of quantity. It now properly levels off.
      • Fixed: AI would give the player hundreds of Gold for a single Luxury Resource. While AI can give a healthy amount (Gold per turn plus some additional Gold) if they really need the Resource, it should rarely if ever be 10+ Gold per turn.
      • Fixed: The AI would give the player hundreds of Gold for very low quantities of Diplomatic Favor, regardless of whether they were pursuing a Diplomatic Victory or not. This should now be back in line with everything else, with offers weighted accordingly if the AI is chasing a Diplomatic Victory.


    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm is now available. Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise to keep up to date with the latest news and information on Sid Meiers Civilization VI.


    [ 2019-04-11 19:02:44 CET ] [ Original post ]

    Civilization VI: Gathering Storm - Antarctic Late Summer Update Available Now


    Hi Civilization fans! As we hinted at last week, the first major update for Civilization VI: Gathering Storm is here and you can download it today. Hear about the developers vision for this update in our preview video below:

    https://youtu.be/GGvjflXi3uE
    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT

    This update automatically installs through Steam; if youre having trouble, please restart your Steam client.

    Please note: Items listed below are for Gathering Storms ruleset only unless otherwise specified.

    [FEATURES]

    • [ALL GAME VERSIONS] New and improved version of Map Pins (now called Map Tacks) that includes pin icons for many new specific markers (Districts, etc.), in addition to a new grouped scrollable list of pins that were placed. Thanks to Bradd Szonye for his Mod inclusion!
    • [ALL GAME VERSIONS] Map text search: Located on the mini-map tool bar. Players can now search for map items via text search and have them highlight on the map. For example, type Iron, or Knight. Includes search history, search suggestions, and go to buttons.


    [BALANCE/POLISH]
    • Civs
      • Canada: Receives +1 Production from mines on Snow and Tundra (Including hills).
      • China: Great Wall can only be pillaged (never removed) by natural disasters. +2 Gold for improvement itself. Add +1 Gold and +1 Culture to that received for each adjacent Great Wall.
      • Egypt: Update the Egyptian Chariot Archer to not replace the Heavy Chariot.
      • Egypt: Sphinx now provides +1 Culture if built on Flood Plains. Cannot be built on Snow, Snow Hills, Tundra, or Tundra Hills. +2 Appeal (since they are encouraged to build on Flood Plains). Cannot be built next to another Sphinx.
      • France: Chteau now provides 1 Culture for each adjacent wonder. 1 Gold for each adjacent Luxury Resource.
      • Hungary: Mathias ability now only 75% resource and Gold discount to upgrading levied units (instead of 100%).
      • India: Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes.
      • India: Varu ability no longer stacks but maintenance reduced to 2.
      • Mali: Nerf the Mali + City-State + Democracy Combo/Exploit. Democracy is now a 15% discount on purchases with Gold.
      • Mali: Increase Mali desert weighting.
      • Maori: Toa ability no longer stacks, and Strength is reduced to 36.
      • Maori: Reduce the Marae ability to +1 of each bonus yield, instead of +2.
      • Netherlands: Add a Production bonus towards Flood Barriers and Dams.
      • Norway: Allow Norway (only) to receive Science and Culture from pillaging improvements in addition to Gold or Faith.
      • Spain: Mission: +2 Faith; +1 Food, and +1 Production if on different continent than your capital. +1 Science for every adjacent Campus and Holy Site.
      • [ALL GAME VERSIONS] Improve leader victory preference weighting.
    • Environment Systems and Climate Change
      • Reduce Dust storm yields by 33%. Add some Food yields from Blizzards. Reduce damage to population and structures from Blizzards by about a third.
      • Detach climate change progress from Natural Disaster Intensity slider.
      • Move percentage of coastal tiles that can flood from 35% to 45%.
      • Halve carbon emissions from units to slow down climate change to just over half the previous rate.
      • Reduce unit CO2 emissions for a player by 50% if they research Advanced Power Cells.
      • Increased chance of Storms and Droughts per degree of temperature rise is no longer 20% for all events. Now it does not increase chance of weaker type of each storm/drought at all but instead boosts stronger type by 50%.
      • From Phase IV on Floods and Storms will not add fertility.
      • At Phases V and above yields previously added to the map can be stripped off as Storms and Droughts pass over (chances increase as you move to later phases).
      • Allow a single player's CO2 footprint to go negative (if they have run the Carbon Recapture project but never generated much carbon). Hence one player can clean up the other players' mess.
    • World Congress
      • Provide a one-time cap on each player receiving Favor for reviving each other major player.
      • Adding tooltip to tiebreaker scenarios so players can understand why a player won a tiebreaker.
      • Adding Favor Per Turn and Request for Aid score penalties for excessive Grievances and CO2 emissions.
      • Climate Accords competition now enables projects for decommissioning Power Plants.
      • Reducing the lockout timer on hostile emergencies so that they can show up slightly more often.
      • Reduce time between deals during Request for Aid emergencies so AI can give multiple gifts if desired.
    • Districts/District Buildings
      • Reducing power of Royal Society Government District Building (reducing percentage-per-builder-charge from 3 to 2).
      • Nuclear Accidents of any severity will now always pillage the Nuclear Power Plant.
    • Pillaging
      • [ALL GAME VERSIONS] Convert Science and Culture from pillaging improvements to Gold or Faith.
      • Reduce effectiveness of Raid and Total War policies so they are only +50% instead of +100% to pillaging
      • Dam districts now provides healing if plundered.
      • Pillaged Reactors cannot trigger a nuclear accident. Completing the 'Recommission Nuclear Reactor' project will also 'un-pillage' it.
    • Improvements
      • Seastead: Cannot be placed adjacent to another Seastead.
    • Wonders
      • Panama Canal wonder now gives +10 Gold to its city.
      • Mahabodhi Temple and Statue of Liberty now award Diplomatic victory points.
    • Units
      • Increase the cost of upgrading units (about 33%).
      • Reduce base cost of Naturalists from 800 to 600 to make them compete better with Rock Bands.
      • Update certain Great Generals and Admirals to provide strategic resources.
      • Make sure Barbarians can't spawn GDRs.
      • Unsuccessful WMD attacks now consume the WMD.
      • [ALL GAME VERSIONS] Increase the Destroyers sight range to 3.
      • [ALL GAME VERSIONS] Air unit and Anti-Air unit combat strength balance changes propagated to base game.
    • City States
      • Add Walls to City States on Diety and Immortal games.
      • Add additional melee units to City States at higher difficulties.
    • Misc
      • Grievances/Warmongering: Changing Grievance calculation (and Warmonger in base and XP1) to treat cities taken offensively during a Defensive Pact/Suzerain War/Emergency War as if taken during a Formal War (now generates Grievances)
      • Setup: For advanced starts, add extra Faith and scale it.
      • [XP1, XP2] Track barbarian camp placement throughout the game (much like we do storms & droughts) and shy away from camp locations that are close to previously used spots. Should distribute camps across the continents better.


    [MULTIPLAYER]
    • Play By Cloud
      • Hide full games on Lobby list.
      • Adding Remember My Choice option for what happens after a client readies up.
      • Adding automatic ready up countdown.
      • Activating an in-game notification for a Your Turn event to display a popup that will allow the user to go straight into that match.
      • The Upper case " i ", lower case " L", and number 1 all look identical when observing the Join Code in the Game Summary of the Play By Cloud Staging Room. - Increased size of the font so unique aspects of gylphs can be determined.
    • Misc
      • Relationship pip icons would fail to display when progress with other Human Players during a Multiplayer game (Allied, etc.).
      • Staging Room countdowns should reset when a new session is joined. Countdowns should persist even if the screen is simply hidden, which happens if the Game Settings tab is pressed.
      • In-game chat panel should not display dead players.
      • Additional general bug fixes and polish.


    [SCENARIOS]
    • You can now play the Black Death scenario in hotseat/PlayByCloud.


    [SYSTEMS]
    • Add secondary color to jersey selection color collision detection. Now jerseys are only considered to have collided if BOTH primary color and secondary color collide. Jerseys with similar or identical primary colors are now allowed if the secondary colors are very different


    [UI]
    • Great Works UI: Converted system to Drag and Drop.
    • Climate Overview: Add icon, tooltip for fertilized tiles lost due to weather events.
    • Civilopedia: Pillaging Yields are now database driven in the Civilopedia.
    • [ALL GAME VERSIONS] World Resource Report: Add sorting on resources and on the leaders in a row.
    • Additional general bug fixes and polish.


    [AI]
    • Trade
      • Increase value of Diplomatic Favor. Limit number of items desired in a trade. Set minimum value for traded items.
      • Don't try to trade more of a Luxury resource than the human is already importing.
      • Correctly value maintenance resources when calculating trades. Reduces possible exploits with resource for gold trades with the AI.
      • Fixes to trades for strategic resources - Stop paying full value for them when you've got a decent stockpile, not just at the stockpile cap. Reduces possible exploits with resource for gold trades with the AI.
      • AI will not pay for banned resources
      • Reduce the chance that the AI offers only a single strategic resource in a trade deal unless they are padding out a larger deal.
      • Improvements to AI Deal management with Gold.
      • [XP1, XP2] Fix an issue where AI was overvaluing Great Works on the turn they are created (causing lots of trade requests).
    • Victory Strategies and Agendas
      • Boost Wonder Obsessed AI's desire for Wonders in later eras.
      • Improve victory strategies, including Diplomatic victory.
    • Combat
      • Improve AI ability to successfully complete the capture of a city during a Military Emergency they are taking part in.
      • Embarked units know they are under threat from naval units - Improve protection of units while on city assault.
      • [XP1] Improve ability for AI to use Warrior Monks militarily - Add additional war footing condition.
      • [XP1, XP2] Fix an issue where an AI unit garrisoning a city would occasionally leave the protection of the city when they didnt need to, exposing them to attack.
      • [ALL GAME VERSIONS] AI more strongly prefers attacking with aircraft to deploying to districts.
    • Misc
      • Fixed an issue that was making the AI less likely to improve strategic resources.
      • Avoid advancing your Power Plant if you don't have resources for it.
      • Increase odds of aggressive civs making encampments.
      • [XP1, XP2] Reduce value of supply convoys, they were heavily overvalued by AI.
      • [ALL GAME VERSIONS] Minor Civs will no longer make aircraft carriers (since they can't make aircraft)


    [PERF]
    • Additional AI and rendering performance improvements.

    [BUGS]
    • Civs
      • Phoenicia: Fix non-capital continent bonuses moving properly for Phoenicia (additional checks).
      • Cree: Poundmaker's Trade Route UA (which is based on tile improvements at the destination city) now works like it used to back in XP1.
      • Maori: Mana ability was incorrectly being applied to all units.
      • Ottomans: Ibrahim in some situations was not able to be moved to another capital.
      • Kongo: Now correctly is awarded benefits from Founder beliefs. Mvemba now cannot get the Intolerant Agenda.
    • Policies: Check for obsolete policies after awarding free civics (Bolshoi).
    • Many fixes to code that controls what is expelled during city flips, capture, trade, etc.
      • On city transfer, all air-units that do not belong to the new owner that are based in a district or improvement, are immediately re-based, prior to any other expelling of other units.
      • If the city is flipped to a new culture, default placement rules apply, no units are booted out, except stationed air-units, unless they can't be in the new owner's territory.
      • If the city is transferred in a deal, only friendly units (non-air), traders and spies can stay.
    • Units, Movement, and Combat
      • Fixed a bug caused when trying to form an Army with a unit that has no movement remaining.
      • [ALL GAME VERSIONS] Don't factor in embarked and amphibious combat penalties for air units.
      • Don't let the player select other player's air units.
      • Fix an issue that was causing the unit cycling to pull camera away from user when they were doing things like changing citizen assignments in the city.
      • Don't add Mountain Tunnel entrances/exits on water tiles.
      • Don't let an embarked builder/engineer create an adjacent improvement on a land tile.
      • Remove mountain tunnel entrance/exit if the tile submerges.
      • Don't let naval units use Tunnels.
    • Carriers/Air Units/Rebasing
      • Added additional checks to rebasing aircraft to make sure they are properly paired in cases where a carrier unit exists in a city center.
      • Correct some visualization issues with air-unit rebasing.
      • When a tile is annexed by a player and it is trying to kick out any other players that shouldn't be there, don't assume that all the air units can't be there, they might be able to stay.
      • Also do the kick out in two stages so that if the units do have to leave, any parent objects are moved first, then child objects, so the child objects can just go to where the parent is (aircraft carrier) if appropriate.
    • Civilopedia
      • Removing a page from the Civilopedia's Trade Route game concepts, which referred to a base benefit that was removed in XP1 and XP2 and made into a governor bonus instead.
      • Update Sweden's capitals in the Civilopedia to be Swedish instead of Norwegian.
    • UI
      • Golden Age UI will fail to display on the Status bar when transitioning into the Future Era during a Gathering Storm gameplay.
      • Fix an extremely large amount of space being added for tooltips from point.
      • UI now properly updates upon completion of the Recommission Nuclear Reactor project.
      • [ALL GAME VERSIONS] Several color systems fixes and corrections. Improved default colors for several civs that were difficult to read.
      • Multiple misc UI fixes and updates.
      • Front End: 'Teams Share Visibility' is now disabled/0 when 'No Teams' is checked and reset when unchecked.
    • Trade
      • Treat incoming gifts as incoming demands; don't allow the user to modify them.
    • Resources
      • Player Resources are now updated before Player Units in the turn order. This is to fix the issue where the insufficient resource combat debuff was not being removed until the following turn, even though the player had sufficient resources at the beginning of the turn.
    • World Congress
      • Fixing multiple World Congress issues that could cause mis-matched or blank proposal choices to show up on the review and results screens.
      • Adding in filtering for the Migration Treaty, so that players cannot target unmet players.
      • Fixing an issue that would allow a Special Session to be called before the World Congress properly unlocked.
    • Wonders
      • Fixed an overflow that some players noticed when they had large amounts of gold and completed Big Ben, which gives a 50% gold bonus.
      • Fixed an issues with Apadana where the user was not granted 2 Envoys when completed.
      • Fixed Panama sometimes not lining up with its neighbor canals.
    • Grievances
      • Grievances now decay between dead civilizations. Prevents negative Loyalty modifier from hanging around after defeating the city's original owner.
      • Fixing Grievance notifications doing nothing when clicked.
    • Districts
      • Fixed a bug preventing nuclear reactors from being removed from the game when a city is razed. Changed the identification of nuclear reactor buildings to use a database parameter instead of a game tag. Added fail checks when searching for a reactor type building.
      • District modifiers should now properly reattach when the district was pillaged but has been successfully repaired (was staying inactive; ex. a pillaged Suguba district that was then repaired).
      • Districts that are over strategic resources are now correctly represented in the Reports screen. Resources are shown as from that city as opposed to 'Gameplay Bonuses'.
    • Misc
      • Hall of Fame: Improved performance of aggregate updates. Also fixed a crash that would occur if one of the Hall of Fame aggregate queries was bad (typically from a mod).
      • Map Gen: Make is so that there is a chance that Zhangye Danxia and Mount Roraima can appear. Before there was 0% chance of them showing up.
      • Map Gen: Make sure coastal lowlands don't appear inland near lakes
      • Scenarios: Plantations should not show up as a potential build in the Black Death Scenario.
      • Achievements: Fix Peacekeeper achievement to require that the end-user be Laurier winning an emergency.
      • Achievements: Ensure that the player has actually won the Nobel Prizes for achievement
      • [ALL GAME VERSIONS] Multiplayer: Fixing progress blocker that was occurring if a player was defeated during their turn in hotseat.
      • Road Vis: Fixing issues with Road and Railroad spaghetti.
      • Tile improvement modifiers should now properly detach from an old city when the tile is swapped to another city (was staying active; ex. Power from green energy improvements)
      • [ALL GAME VERSIONS] Espionage: Fix espionage funds being siphoned not showing for negative amounts
      • City-States: When sending your first real Envoy to a city-state, but you already have Amani in that city-state giving you "virtual" Envoys there, correctly award a second bonus Envoy from the Diplomatic League policy


    [CRASH]
    • Multiple crash fixes as reported by the public crash reporting system


    [EXPLOITS]
    • [ALL GAME VERSIONS] Re-enable SHIFT+ENTER to force end turn. Make sure that production overflow is lost if this is used.
    • Coastal Raids can no longer target Impassable plots. In Gathering Storm, this loophole allowed naval units to raid a mountain improvement (ex. Mountain Tunnel) without actually pillaging it, allowing continuous gold.
    • Great Generals that transform a military unit into a Corps or Army can no longer do so for the GDR, which is not allowed to be a Corps or Army.
    • Correct exploit where player could receive duplicate Luxuries by trading it away, removing the improvement, then rebuilding it for a duplicate copy.


    [MODDING]
    • ModBuddy
      • ModBuddy now supports XP1, XP2, and shared pantries in art tools.
      • Misc polish and debugging.
    • WorldBuilder Editor (unsupported)
      • Allow Forge tuner panel to work in WorldBuilder.
      • Add Basic mode for creating simple hand-crafted location maps with random start positions. Separate out scenario tools to Advanced Mode, which is very much still in development.
      • Add ability to paint with different brush sizes.
      • Assign a default continent value when painting any terrain (Africa).
      • Scatter Resources button added.
      • Settings
        • Disable Generate New ID button in Basic mode.
        • Make Generate ID button do something in Advanced mode.
        • When updating text strings, the text in the left column did not update to reflect the changes.
        • Now, text options are locked for name, descript, and map name, map descript (they are required). These were able to be deleted before.
      • Misc
        • Don't allow selection of resource amounts for non-strategic resources in the Plot and Placement editors.
        • Fix an issue where an already saved WorldBuilder map, when loaded back into WorldBuilder, would lose continent data.
        • Erase any improvements on a plot when changing the owner to NONE.
        • Erase improvements and features on a tile if you change the terrain type to something incompatible in the Placement mode.
        • Allow changing the Pillaged state of improvements on tiles.
        • First pass at status message system to give feedback like "Library requires a Campus district" or "Placed Shrine successfully" instead of silently doing nothing.
        • Show correct civ icons in World Builder Player Editor.
      • World Builder Front-End
        • Additional Content
          • New maps created in WorldBuilder are now automatically found and enabled when returning to the main menu. No more required restart.
          • Updated mods UI to show a different icon if the mod came from a map.
          • If a mod has a 'Created' property, show the date the mod was created. * Expansion 2 and Expansion 1 are now always shown at the top of the mods listing.
          • Map-loaded mods are always considered compatible.
          • Additional fixes for compatibility, etc.
        • Game Setup
          • Maps now display properly in the in-game map-lists if you are in the correct rule-set, and the map mod is enabled.
          • Maps created in the Standard ruleset now will show as playable in both Rise and Fall and Gathering Storm.
        • World Builder Menus
          • Change front-end menus to reflect only items necessary for WorldBuilder. Update text strings. Update in-game pause menu to reflect only items necessary for WorldBuilder.
          • Add World Wrap toggle to Advanced Setup.


    [ART]
    • Fixing hotseat Rock Band colors.
    • Fixing the unit colors for the Fez city state.
    • Tweaking the unit colors for Japan and Mapuche to match their civ jersey's a bit better
    • Pass on the "Player Colors" which are the jerseys that are picked when we run out of other reasonable jersey selections. We have enough to cover over the max number of players picking the same civ.
    • Add beards to all remaining leaders that did not previously have beards.
    • Tweak to the civ Icon backing texture that is used in the Character selection screen. Show more representative color scheme so that players will be able to make more informed readability decisions in the main menu.
    • Editing Gorgo/Greece civ symbol placement and size so it matches all the other civs.


    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-04-02 19:04:47 CET ] [ Original post ]

    Civilization VI: Gathering Storm - Antarctic Late Summer Game Update Coming Soon

    Hello, Civilization fans! We're happy to announce that the first major game update for Civilization VI: Gathering Storm is coming soon. We're calling it the Antarctic Late Summer Game Update, and you can learn all about it in this update preview video from the developers of Civilization VI: Gathering Storm!

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    youtu.be/GGvjflXi3uE
    The developers will be live later today to show off the new update. Be sure to tune in at 11am PT / 2pm ET / 8pm CET via one of these links:

    Twitch twitch.tv/firaxisgames
    YouTube youtube.com/civilization
    Steam 2kgam.es/CivilizationVI

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-03-29 15:00:20 CET ] [ Original post ]

    Civilization VI EULA and Privacy Clarity

    Hello Civilization fans,

    Weve noticed some questions in the community surrounding our EULA (End-User License Agreement), the Take-Two (T2) Privacy Policy and how T2 collects data and other information from Civilization VI players. We want to take a moment and address this, as well as provide some clarity.

    Like other T2 games, Civilization VI uses T2s EULA and Privacy Policy, both of which apply to the broad portfolio of T2 games and cover various genres, platforms and business models. T2s Privacy Policy, referenced and linked to within the EULA, was last updated on May 8, 2018.

    When a player agrees to the Privacy Policy, the players SteamID and Steam Alias (if the user has one) are collected and stored securely by T2; this data is used to improve Customer Service. Personal information, such as email address and birth date, is collected when a user voluntarily registers for a 2K Account and is required to participate in our Online Services. The amount of personal information we collect depends on your use of our Online Services.

    Civilization VI collects telemetry for gameplay actions like session start/stop times, system information (e.g. video card type/DXX11 and DX12 devices), in-game economics, tech boosts, game settings and other stats that help with our ongoing commitment to improve the gameplay experience and make the AI a better player. We collect select hardware information for tuning the game to run better on the wide variety of systems used by our players. We also may collect bug reports containing game logs; these help us proactively fix bugs without users having to contact our Customer Service department.

    We have also seen some questions about Red Shell, a marketing analytics tool we implemented and ultimately removed from Civilization VI. We originally implemented Red Shell into Civilization VI on February 8, 2018 in build version CL332786 and, based on community feedback, removed it on July 8, 2018 in build version CL362541. After removing Red Shell from Civilization VI, T2 instructed Red Shell to destroy all collected Civilization VI data. If you are still using a version of Civilization VI between CL332786 and CL362541, rest assured the Red Shell servers are not collecting any data.

    The legacy of the Civilization series is as much about the games as it is about you the fans who play them. You are the reason why the Civilization series has continued for nearly 30 years, and we care about what you have to say good and bad. We thank you for your ongoing support and hope you will continue being active participants in this great community we all love.

    Stay civilized!


    [ 2019-03-20 18:04:04 CET ] [ Original post ]

    Civilization VI: Gathering Storm AVAILABLE NOW


    Civilization VI: Gathering Storm is now available on PC, Mac and Linux! The choices you make in the game will influence the world ecosystem and could impact the future of the entire planet.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/

    To see the full list of changes to the base game and Rise and Fall click here:
    https://steamcommunity.com/games/289070/announcements/detail/1742234241889076456

    Looking for more info on the second expansion to Civilization VI? Watch our New Features Explained video below:

    https://youtu.be/EZ8XRJNitCE
    You can also learn about all of the new civs and leaders with this playlist:

    https://www.youtube.com/playlist?list=PL-lTq9LJCHpQQnhVN-zAHfWXV0UglZ1mr

    If you encounter any technical issues, please contact 2K Support here: http://2kgam.es/helpme2k

    Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-02-14 06:09:15 CET ] [ Original post ]

    Gathering Storm Launch Update for Civilization VI + Rise and Fall

    Hello, Civilization fans!

    With the launch of Civilization VI: Gathering Storm drawing near, we wanted to take a moment to share some info on the update coming to the base game experience and Rise and Fall. Were adding in a few new features like Play by Cloud and the Hall of Fame, as various tweaks and balances - all of which will be available in the base game and Rise and Fall expansion when the new Civilization VI: Gathering Storm expansion launches tomorrow.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/EZ8XRJNitCE
    Here is the full list of changes:

    [AI]

    • AI now builds and uses aircraft more effectively.
    • Weaken AI garrisoning if they can use it to take an enemy city.
    • Don't send more than one unit to capture a given unescorted civilian.
    • In non-emergency situations, AI will not trade away more gold per turn than they make excluding trade deals.
    • Improve AI ability to garrison ranged units during city attacks.
    • When AI takes a city, automatically assign a defender.
    • If an AI can take a city this turn, don't try to defend your units first in the process
    • Increase value of picking up resources for unit maintenance.
    • Digging up artifacts in an ally's territory counts as an incursion.
    • Barbarian raid timer now starts as soon as the first unit arrives in range, instead of waiting for the final unit.
    • Allow barbarians to go through unexplored territory as part of an attack.
    • AI will protect units assigned to defend a city from attack while they are trying to get to the city.
    • Increase weighting for Naval Superiority AI trees to focus on building sea units.
    • AI tries to figure out if a city is on the periphery before taking it, avoids jumping into the center of the Empire unless it needs to.
    • Allow AI to levy for defensive purposes.
    • AI now simplifies/focuses trade deals when requesting trades, rather than asking/offering a smorgasbord of items.
    • Correct an issue that was preventing the AI from properly theming artifact collections.
    • Don't warn or get angry if partner converts target city of religious emergency.

    [UI]
    • New Features
      • Front End: Hall of Fame Victory and defeat tracking with detailed statistics and graphs for each.
      • In-Game: Build Queue and Multi-Queue, along with tabbed interface to toggle between modes.
      • Lens: Empire Lens When toggled, displays owned territory, as well as district locations and base yields from districts.
      • World Resources Report: Breakdown of how many strategic and luxury resources each major civ possesses that youve met.
      • Mini-map: New mini-map that is easier to read, and a new full-screen mini-map mode that you can toggle in-game.
      • Map Labels: In-world text labels on Natural Wonders and National Parks. (Gathering Storm ruleset games only)
    • Game Setup/Options additions
      • Multiple Colorblind Accessibility options available.
      • Touch Input Enable checkbox available
      • Cloud Shadows Graphics option available.
      • Mouse Wheel Speed slider option available.
      • Warning about Mod Compatibility checkbox available.
      • Gathering Storm Benchmark options (requires Gathering Storm) available.
      • Civilization Jersey System: Automatically adjusts Civilization color schemes if they are too close in color range to each other.
      • Scalable resource and yield icons with high-resolution textures available (can be modified via XML).
      • Automatically hide the city ranged attack interface when selecting a unit.
      • Automatically hide ranged attack arrow if a selected unit is out of moves.
      • Automatically adjust the positioning of unit flags covering the city range strike button if an enemy unit moves in range.
      • Add recommended target tile highlighting for the Archaeologist.
      • Unit cycling logic improvement, reducing the instances of the camera getting pulled away from where the user intends to go.
      • Pop-up and advisor queue ordering updates and progress.
      • Additional misc. UI and text fixes, tweaks and updates.

    [GRAPHICS]
    • New particle system increases performance and allows many more particles to be visible at the same time (much less likely to see effects flicker or fail to play correctly in complex scenes).
    • Slowly moving cloud shadows (can be toggled via graphics options).
    • New terrain/model reflections (previously only ocean/rivers had reflections).
    • Sub-pixel filtering for floating UI elements (fixes jitter on unit flags and city banners as camera moves).
    • Improved shadow quality on leaders, obsolete 8K shadow map option removed from ultra settings.
    • Further performance and memory usage improvements in DX12.
    • Visual fidelity improvements and sharpness of culture borders and overlays at all graphics quality levels.
    • Various improvements to city and road layouts.
    • Various graphics performance optimizations.
    • Multithreading performance improvements.


    [MULTIPLAYER]
    • New Features
      • Play By Cloud (requires a network connection)
    • Multiple desync and stability fixes

    [BALANCE]
    • Barbarians
      • Make Barbarian camps spawn recon ranged units in later starts.
    • Unit and Unit Combat
      • Scale pillage rewards by era (except healing).
      • All healing rewards are now 50 HP.
      • Adjust pillaging rewards of science and culture improvements to be a base value of 15 instead of 25.
      • Update the Machine Gun to have a range of 2.
      • Add Mobile Ranged tags to spawn different units other than Horse Archers late in the game.
      • Air Unit Combat Strength increase to more appropriately match corresponding land Army formations. (Gathering Storm ruleset games only)
      • Anti-Air Unit Combat Strength increase to match new Air Unit balance, and lower maintenance. (Gathering Storm ruleset games only)
      • Players can now start with unique units even if they are not direct replacements.
      • Make the Missile Cruiser the same movement range as the Battleship.
    • City and City Combat
      • Combat balance double wall hit points for all three tiers. Outer defense strength modifier increase for all 3 tiers to 3 (was 2).
      • Update the Government Plaza to have the same base plunder value as other districts.
      • Audience Chamber government building down to 3 Housing (was 4 Housing).
    • Tech and Civics Tree
      • Oil Well improvement now unlocked with the Steel technology. This is consistent with other resource reveals and the improvements that extract them
    • Policies and Governments
      • Total War Policy now gives +50% more Gold from pillaging.
      • Remove the double dipping of Huey Teocalli, Mausoleum at Halicarnassus, and Apadana Wonders from Policy Cards.
      • Update Strategic Airforce Policy to include all aircraft.
      • Civil Prestige Policy now only requires a Governor with 2 promotions and provides 2 Housing.
      • Policies that give increased production now continue to operate on old units.
      • Policies now apply to all wonders prior to the Policy era. (i.e. now Gothic Architecture applies to Ancient, Classical, Medieval, and Renaissance Wonders before it just applied to Medieval and Renaissance).
    • Civs
      • Tamar now has a Faith preference.
      • Sphinxes can now be built next to each other.
    • Religion
      • Defender of the Faith reduction from +10 down to +5
      • Add faith to late starts.
    • Espionage
      • Counterspy and Listening Post missions are now renewable on the mission completed popup
      • Spread out all Civilization and City-State starting positions where possible when generating the map.

    [PERFORMANCE]
    • Many performance updates to Trade Route calculations, pathing, and reports.
    • Significant improvements to turn/AI processing times, especially late-game.
    • Multiple UI performance improvements across different panels and screens in-game.

    [GENERAL BUGS]
    • Units and Unit Combat
      • Heavy Cavalry promotion prerequisite connections now fixed.
      • Allow players to deploy aircraft in allied territory.
      • Air units can now attack a defensible district with a civilian unit garrisoned there.
      • Multiple additional aircraft Rebase and Deploy bug fixes.
      • Paradrop should not consider a City Center to be an airfield.
      • When changing ownership of a unit (from a levy in most cases) the unit's experience and experience level was not being transferred. This is now working properly.
      • The Garrison promotion is now working properly.
      • Units joining a corps or army could receive build charges improperly. This is now working properly.
      • Units are now forced to relocate if they are in an invalid location after a settlement is placed.
      • Constructing a Roman fort improvement building now properly ends that unit's turn.
      • Alliance combat modifiers are now displayed properly in the UI.
      • Units with build charges are now able to be trained even in cities that have contaminated fallout.
      • The Defense strength modifier for terrain was incorrectly showing the cumulative amount in the preview text instead of the itemized amount. This has been corrected.
      • Fix for an issue that could disallow an attack on an enemy city if it had a friendly unit inside.
      • Fix for an issue where aircraft could get disconnected from the carrier when it passed through another unit.
      • Assume the WMD combat is always in the camera view, it can easily be skipped if it is partially off screen.
      • Fix for an issue that was causing odd movement queue paths when they had long unit paths set.
    • Cities and City Combat
      • Fix for multiple production overflow issues.
      • Fix for Urban Defenses Policy not properly granting 400 hit points to city defenses.
      • Minor adjacency bonuses should not apply when placing districts next to a pillaged district. This has been corrected.
      • Fix for city centers not getting additional production and food from modifiers.
      • Fix for Pillaged districts still providing amenities.
      • Prohibit Free Cities from building palaces which was allowing duplicate (forged!?) copies of Great Works to get into the game.
      • If a city is razed, all National Parks are now properly removed.
      • The correct players' units will be properly expelled when a city is transferred by trade.
      • Fixes for multiple issues with fallout contaminated plots in cities
      • Fix for pillaged districts when transferring a city.
      • Fix for District model visuals not updating properly from a pillaged state when repaired.
      • Restore district combat if the building that gives combat strength is completed mid-turn.
      • If a district is pillaged, update the stats on its banner, if it has one, and on the parent city, so the Garrison Strength will update.
    • Great People
      • Fix for Great Generals and Admirals not being able to activate on opposing units.
      • Allow a Great Person to be activated immediately if a required building is purchased underneath him or her.
    • Loyalty
      • When a conquered city is kept, update some figures related to its Loyalty per turn, to ensure that the displayed UI data is correct and consistent
      • When a city is locked at full Loyalty due to a game effect (Statue of Liberty, Phoenicia unique ability), show the Loyalty per turn as 0 and stable in the UI, and show "Always fully loyal" in the panel's math breakdown.
    • Policies and Governments
      • Fix for Praetorium Policy not correctly applying unless the Governor was established.
      • Democracy's government bonus shouldn't apply if the district is pillaged.
      • The Classic Republic government Amenity and Housing bonus should only count if the city has an unpillaged district.
      • Fix for issue that was allowing Dark Age policies to remain slotted beyond their appropriate era.
    • Trade Routes
      • Fix for many trade route bonuses that were only designed to apply to the owner (origin) of a trade route applying to recipients (destination) of a trade route as well.
      • Trade Route Capacity is now correctly reduced when buildings are pillaged.
    • Civs
      • Fix for Alexander's preferences not working properly.
      • Fix for Sumeria and Foreign Ministry building not properly working together.
      • Ensure that Mvemba doesn't receive the Devout agenda.
      • Fix for issue where City-State Protector agenda was cross-wired with the Civilized agenda and one leader could care about both at same time.
    • Techs and Civics
      • Apprenticeship now functions properly when repairing an improvement.
    • Espionage
      • Add details to text for Rise and Fall spy missions.
      • Disable the Skip Turn and Sleep buttons when spies are on a mission.
      • Outlaw Listening Post mission vs. Allies.
      • Dont let bonuses to Spy Establish time in city exceed 100%.
      • Historic moments based on making tile improvements (ex. on a tile with extra yield from a natural disaster, first Mountain Tunnel) will no longer trigger when the improvement is gained by conquering or otherwise gaining ownership of a city where the improvement already existed.
      • Correct an error in Archipelago that was causing it to not generate tiny Islands.
      • Allow joint and 3rd party wars immediately after denouncement if a Golden Age war is available.
      • Fix for order of operations bug preventing governor effects to re-apply when a governor is re-assigned to a city they are already established in.
      • Pillaged Districts should not appear in the purchase menu when players are allowed to buy Districts with Gold using the Financier governor.
    • Exploits
      • Players can no longer swap tiles FROM an occupied city. Prevents exploit of "conquer, raid it for tiles, return it in peace.
      • Correct production overflow calculation so multipliers (like policy cards) get backed out of overflow.
    • Additional misc. Gossip corrections and streamlining.
    • Additional misc. crash fixes.

    [ART]
    • Environment
      • Brazil city set and palace updated.
      • City Center art adjustments to include Canals for coastal cities. Granaries and Monuments are also updated.
    • All model updates and optimizations.
      • Material polish pass to brighten materials to match visual style.
      • Update geometry of base models for performance.
      • Completely remodel all female characters.
      • Skin tones for all units appropriate to their civilizations.
      • Team color embedded in the textures.
      • Update tint color on all vehicles to match their historical origins.
      • Setup tint color for all modern uniforms: Infantry and vehicle crews.
      • Model variety within the same units (various attachments, etc.)
      • Extensive polish pass on all Great People; new models and new geometry.
      • Adjust scale and count of air units.
      • Adjust scale and count of sea units.
      • Adjust siege unit crewmen and defenders to match the appropriate era.
      • Adjust embarked ships to closer match the number of unit members on the field. Example: One transport for scouts and great people.
      • Many additional misc. tweaks and updates.

    [SCOUT CAT]
    • Alternate skin for Scout unit that replaces the Scouts dog with three cats. Available to players who have linked their 2K Account.

    [MODDING]
    • Add tagging for mod compatibility. Mods not tagged as compatible with the latest build will be disabled at start-up as well as have a warning dialog displayed when they are enabled. This behavior can be disabled on a per-mod basis or completely in the options dialog. Mods can be tagged as compatible by either adding "2.0" to the properties section of the modinfo or by marking compatible versions in the project page of ModBuddy.
    • WorldBuilder updates, including painting mode, auto-coastlines, importing from Tiled, and more. Were not done.


    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-02-14 02:06:55 CET ] [ Original post ]

    Link your 2K Account to Unlock the Scout Cat in Civilization VI



    Fancy yourself a friend of the felines? Sign up for a 2K Account and link it to your copy of Civilization VI and youll unlock this free skin for the Scout that replaces his usual trusty canine companion with a clowder of cat explorers!

    Please note: Scout Cat will be available in-game when Civilization VI: Gathering Storm launches.

    [video]https://cdn.2kgames.com/civilization.com/Scout_Cat_Animation.mp4[/video]

    New 2K Account

    Signing up for a 2K Account is easy! Simply go to https://accounts.2k.com/signup and register. Once youve completed the sign up, link your Steam account and boot up Civilization VI. Once in the game, log into your 2K Account.

    You can also create an account in-game. Boot up Civilization VI and navigate to the 2K Account button in the bottom right-hand corner. Click it, then follow the instructions to register a new account.

    Existing 2K Account

    If youve already registered a 2K Account, first allow us to thank you for your support. Unlocking the Scout Cat is a cinch all you have to do is boot up Civilization VI, click on the 2K Account button in the bottom right-hand corner, then log into your 2K Account. Once your account is linked, youll have access to the Scout Cat.



    Enabling the Scout Cat Unit

    Once youve linked your 2K Account to Civilization VI, youll need to enable the Scout Cat skin. Restart Civilization VI and click the Additional Content tab. On the left side, youll see a list of all your additional content. Scroll down to DLC: Scout Cat and click it, then click on the Enable button.

    Please note: Scout Cat will be available in-game when Civilization VI: Gathering Storm launches.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-02-13 16:01:22 CET ] [ Original post ]

    Launcher Update (2/11/19)

    Hello, Civilization fans!

    As we prepare to launch Civilization VI: Gathering Storm, the largest expansion in Civilization franchise history, we wanted to offer some info on an update to the games launcher that will be available alongside the expansions launch. This new update will fix a bug causing a process to continue running on some users machines after exiting the launcher.

    Additionally, Civilization VI: Gathering Storm requires users to be on the latest patch. Any users who enabled the Legacy beta branch for Civilization VI on Steam will need to opt out of it in order to play Gathering Storm.

    We are incredibly excited for the launch of Civilization VI: Gathering Storm on February 14, and we cant wait to hear your feedback as we embark on this journey together. Stay civilized!


    [ 2019-02-11 21:00:52 CET ] [ Original post ]

    Civilization VI: Gathering Storm Eleanor of Aquitaine Leads England and France


    For the first time in Civilization franchise history, we have a leader able to lead two different civilizations!

    Eleanor, duchess of Aquitaine, was queen consort of France from 1137 1152, followed by England from 1154 1189. She was one of the most influential figures of the Middle Ages, thanks to her vast land holdings inherited at a young age, making her one of the most sought-after brides of the time.

    She was a leader in the Second Crusade and is credited with establishing many of the royal courts chivalric rituals the social codes rooted in Christianity that guided the behavior of knights and women of high social standing.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/qZBzWTmerDE
    Eleanor Unique Ability Court of Love

    Great Works in Eleanors cities each cause a loss of Loyalty per turn in nearby foreign cities. A city that leaves another civilization due to a loss of Loyalty and is currently receiving the most Loyalty per turn from Eleanor skips the Free City step and instantly joins her civilization.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-02-05 16:00:13 CET ] [ Original post ]

    Civilization VI: Gathering Storm - New Features Explained



    Learn about all the new features being added to Civilization VI in this extensive gameplay preview of the Gathering Storm expansion! Click the embedded link below to watch, and be sure to subscribe to the Sid Meier's Civilization channel on YouTube!

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/EZ8XRJNitCE
    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-01-30 16:00:13 CET ] [ Original post ]

    Civilization VI: Gathering Storm Dido Leads Phoenicia


    The ancient Mediterranean civilization of Phoenicia sets a course for Civilization VI: Gathering Storm. Led by Dido, the legendary founder and first Queen of Carthage, Phoenicia is a great civ for players looking to subjugate the seas. Combined with Didos unique ability to move the capital from one city to another, its easy to see how Phoenicia can adapt in ways other civs cannot.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/faKFEv7gO_g

    Dido Unique Ability Founder of Carthage

    Allows Phoenicia to move its capital to a city with a Cothon by completing a unique project in that city. Unlocks additional trade route capacity with the construction of a Government Plaza district and subsequent Government Plaza buildings. Increased Production toward districts in the city with the Government Plaza.

    Unique Ability Mediterranean Colonies

    Unlocks Writing technology Eureka at the start of the game. Coastal cities founded by Phoenicia on the same continent as its capital are 100% loyal. Settlers have additional movement and sight range while embarked, and ignore additional movement costs associated with embarking and disembarking.


    Unique District Cothon

    Naval district that replaces the Harbor and is cheaper to build. Must be on Coast or Lake Terrain adjacent to land. Increases Production toward naval units and Settlers in the city. All naval units in this citys borders heal completely in one turn.


    Unique Unit Bireme

    Ancient era naval unit that replaces the Galley. Has increased combat strength and movement, and friendly Trader units are immune to being plundered if on a water tile and within four tiles of a Bireme.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-01-29 16:00:10 CET ] [ Original post ]

    Civilization VI: Gathering Storm Suleiman Leads the Ottomans


    One of the most fan-requested civilizations, the Ottomans, is coming to Civilization VI: Gathering Storm. Led by Suleiman the Magnificent, remembered for his societal reform and militaristic expansion of the empire, the Ottomans are a great civ for war with unique units and bonuses aimed towards conquering the competition.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/fO-arq7h16E

    Suleiman Unique Ability Grand Vizier

    This ability unlocks Ibrahim, a new Governor available only to Suleiman. Ibrahim has his own unique promotion tree and is the only Governor you can establish in another civilization.



    Suleiman Unique Unit Janissary

    Replaces the Musketman unit and is stronger and cheaper to build, but consumes a Population point in the city in which it is trained - unless it is a conquered city. The Janissary also starts with a free Promotion.


    Unique Building Grand Bazaar

    Replaces the Bank in the Commercial Hub. Adds additional Amenities and Strategic Resources available in the city.



    Unique Unit Barbary Corsair

    This naval raider unit replaces the Privateer and is available earlier in the game. Coastal raids do not incur movement cost.

    Ottoman Unique Ability Great Turkish Bombard

    Not only are siege units much faster to produce, but they also receive boosts to Combat Strength. In addition, conquered cities do not lose population, and they benefit from Amenity and Loyalty bonuses while under Ottoman control.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-01-22 16:00:07 CET ] [ Original post ]

    Civilization VI: Gathering Storm Kristina Leads Sweden


    Sweden shines as a beacon of culture in Civilization VI: Gathering Storm. Led by Kristina, one of the most educated women of the 17th century, Sweden is one of the best civs to pursue a Culture or Diplomatic victory. Fill up those Great Work slots, settle cities on as many varied terrain types as possible, and build Open Air Museums in every city and Sweden will be well on its way to outpacing its competitors.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/cdaApZ316Qg

    Unique Improvement Open-Air Museum

    Limit one per city. Increases Loyalty, and boosts Culture and Tourism for each type of terrain in which at least one Swedish city has been founded.


    Unique Building Queens Bibliotheque

    Constructed as a second tier building within the Government Plaza, where it provides two Great Works slots of Writing, Music, and any type of Art. Awards a Governor Title once completed.

    Unique Ability Nobel Prize

    When earning a Great Person, Sweden receives additional Diplomatic Favor. Sweden gets extra Great Engineer points from Factories and extra Great Scientist points from Universities. Unlocks three unique World Congress competitions in the Industrial Era if Sweden is in the game.


    Unique Unit Carolean

    Anti-cavalry unit unlocked in the Renaissance era. Replaces the Pike and Shot, has faster movement, and receives additional Combat Strength for each unused Movement point.

    Kristina Unique Ability Minerva of the North

    Allows Kristina to construct the Queens Bibliotheque building in the Government Plaza, and buildings with at least three Great Work slots and Wonders with at least two Great Work slots are automatically themed when all of their slots are filled.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-01-15 16:00:16 CET ] [ Original post ]

    Civilization VI: Gathering Storm Mansa Musa Leads Mali


    The Mali civ is the latest to bless the Civilization VI: Gathering Storm roster. Led by Mansa Musa, arguably the richest man who has ever lived, the Mali are an adaptable civ suitable for any victory condition. With strong economic and faith-based perks, the Mali can easily make up for, and surpass, the limitations hindering most desert-based empires.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/FQmYPauMMXM

    Unique District Suguba

    This replacement for the Commercial Hub allows Mali to purchase Units, Buildings, and Districts at a reduced cost, with either Gold or Faith. Also provides additional Gold for adjacent Holy Sites, tiles containing a River edge, and bonus Gold for every two adjacent District tiles.

    Unique Ability Songs of the Jeli

    Provides City Centers with additional Faith and Food for every adjacent Desert and Desert Hills tile. Mines provide less Production to the city, but grant additional Gold output. Mali may purchase Commercial Hub district buildings with Faith, but suffer an overall Production penalty when constructing buildings or training units.



    Unique Unit Mandekalu Cavalry

    This Medieval-era unit replaces the Knight and prevents Mali Trader units from being plundered, as long as they are on a land tile within four tiles of a Mandekalu Cavalry unit. Combat victories provide Gold equal to the units base Combat Strength.

    Mansa Musa Unique Ability Sahel Merchants

    International Trade Routes grant Gold for each flat Desert tile within the originating citys borders, and Sahel Merchants unlocks an additional Trader slot whenever Mali enters a Golden Age.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2019-01-08 16:00:12 CET ] [ Original post ]

    Vote for Civilization VI in the Steam Awards



    Were excited to share that Civilization VI is one of the nominees for Best Alternate History in the Steam Awards! If you could be so kind as to toss us a vote, wed greatly appreciate it. Feel free to tell your friends, too!

    >>> CLICK HERE TO VOTE

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    Today also marks the start of the annual Steam Winter Sale, where you can save up to 70% off on all Civilization VI content. If you happen to own Civilization V, and have yet to try Civilization VI, youll notice a special 5% loyalty discount on top of the Steam Winter Sale for the base game and Digital Deluxe. So if youre a Civilization V owner, nows the perfect time to try Civilization VI before the launch of the latest expansion, Civilization VI: Gathering Storm, available February 14, 2019.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2018-12-20 19:21:29 CET ] [ Original post ]

    Civilization VI: Gathering Storm - Pachacuti Leads Inca


    Inca is the latest civ to join Civilization VI: Gathering Storm. Led by Pachacuti, the ruler responsible for transforming the Kingdom of Cusco into the structured Incan Empire, the Inca benefit greatly from mountain tiles and internal trade routes, making this civ a great choice for isolationist players.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/exGFiectofk


    Unique Improvement Terrace Farm

    These unique improvements can be placed on Grassland, Desert, or Plains Hills and provide Food; however, their adjacency bonuses make them an even stronger improvement. When next to a Mountain, Terrace Farms provide even more Food, and when placed next to an Aqueduct, they provide additional Production. They also receive Production from adjacency to Fresh Water. Feudalism and Replacement Parts also create opportunities for additional adjacency bonuses when placing Terrace Farms next to one another.

    Unique Ability Mita

    This unique ability allows Inca citizens to actively work mountain tiles. These tiles provide Production to the City and, for each adjacent Terrace Farm, they also grant Food.



    Unique Unit Warakaq

    The Warakaq is a medieval recon unit unique to Inca. This unit can attack twice in a single turn, so long as all of its movement points have not been spent in that turn.

    Pachacuti Unique Ability Qhapaq an

    Domestic trade routes are quite strong with Pachacuti, whose unique ability grants additional Food for each mountain tile that exists in the borders of the origin city. Unlock several trade routes between cities with multiple mountains and watch your population grow!


    Pachacuti Unique Improvement Qhapaq an

    In addition to his trade route bonus, Pachacuti also gains access to an early mountain tile improvement of the same name. This improvement is an early version of the new Mountain Tunnel, unlockable after discovering the Foreign Trade civic. These allow players to create links between tiles along mountain ranges, letting units traverse them quickly.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2018-12-18 16:00:06 CET ] [ Original post ]

    Civilization VI: Gathering Storm - Wilfrid Laurier Leads Canada


    Canada tames the Great White North in Civilization VI: Gathering Storm. Canadas leader is Prime Minister Wilfrid Laurier, remembered for his strong advocacy for uniting French and English-speaking citizens under one national banner.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/eg0PYsWK1dc
    Unique Ability Four Faces of Peace
    This ability prevents Canada from declaring surprise wars on opponents or declaring war on City-States, but also ensures that surprise wars cant be declared against Canada. Grants bonus Diplomatic Favor based on per-turn Tourism, and Canada receives extra Diplomatic Favor from successfully completing Emergencies or Scored Competitions.


    Unique Building Ice Hockey Rink
    Ice Hockey Rinks grant additional Appeal and Amenity, and bonus Culture for each adjacent Snow, Snow Hills, Tundra, and Tundra Hills tile. Once the Flight technology is unlocked, grants Tourism from Culture; after unlocking the Professional Sports Civic, awards additional Production and Food; and, if built adjacent to a Stadium building, grants even more Culture. Only one Ice Hockey Rink allowed within a citys borders.



    Unique Unit Mountie
    This modern era unit has the ability to create a National Park. Mounties receive combat bonuses when fighting near a National Park, and an additional combat bonus if the National Park is owned by Canada.

    Laurier Unique Ability The Last Best West
    This ability allows Canada to build farms on Tundra terrain, and reduces the cost of purchasing Snow and Tundra tiles by half. Gathering accumulated resources from Snow and Tundra tiles yields twice the usual amount.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2018-12-11 16:00:20 CET ] [ Original post ]

    Launcher Update (12/5/18)

    We have released a new update for the 2K Launcher today. The update should download automatically; if you are having trouble, restart your Steam client and it should download automatically.

    Patch notes:


    • Added fix for launcher preventing Civilization V SDK - World Builder from working properly
    • Added fix for launcher not scaling properly on high resolution displays


    [ 2018-12-05 18:57:09 CET ] [ Original post ]

    Civilization VI: Gathering Storm Kupe Leads the Maori


    The Maori, led by legendary figure Kupe, set sail in Civilization VI: Gathering Storm. According to Maori legend, Kupe was a navigator who set sail from his home of Hawaiki sometime in the 10th century and discovered the then-unknown land of New Zealand. Upon returning home, he convinced others to migrate with him to this new land.

    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT
    https://youtu.be/KjFRHoxUSLU
    Unique Ability Mana

    Mana grants the Maori the Sailing and Shipbuilding technologies at the start of the game, and provides additional movement and combat strength for embarked units. Unimproved Woods and Rainforest areas yield more Production, and Fishing Boats provide additional Food and perform a Culture Bomb on adjacent tiles when constructed.


    Unique Building Marae

    Replacing the Amphitheater, the Marae provides Culture and Faith to all tiles in the city with a passable feature, such as Floodplains. The Marae also provides Tourism when unlocking the technology for Flight.




    Unique Unit Toa

    The Toa, a classical-era melee unit, can construct the Pa a unique defensive structure that provides combat bonuses for allied occupying units. Toa also have the Haka War Dance ability, which weakens adjacent enemy units combat effectiveness.

    Kupe Unique Ability Kupes Voyage

    The legendary tales of Kupes discovery of New Zealand inspire his unique leader ability, Kupes Voyage. The Maori civ actually begins the game at sea, and receive Science and Culture each turn prior to settling its first city. Once settled, the Maori receive a free Builder and extra population in the capital, and the palace receives additional Housing and Amenities.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2018-12-04 16:00:14 CET ] [ Original post ]

    Civilization VI: Gathering Storm - Matthias Corvinus Leads Hungary


    Hungary steps up to the world stage in Civilization VI: Gathering Storm. Led by Matthias Corvinus, King of Hungary and Croatia from 1458 to 1490, Hungary is a domination-focused civ that is built for rapid expansion.

    https://youtu.be/UlLlHGD5w6U
    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT

    Unique Ability Pearl of the Danube
    Rivers play a big part in the prosperity of Hungarys cities. With Pearl of the Danube, any district or building constructed across a river from a city center is built faster. This allows you to outpace the competition through careful city planning around rivers.


    Unique Building Thermal Bath
    Replacing the Zoo, Thermal Baths provide Amenities and Production to every City Center within its range. Additionally, if there is a Geothermal Fissure within the same Citys borders, the Thermal Bath provides even more Amenities and Tourism.



    Unique Unit Huszr
    The Huszr is an Industrial-era light cavalry unit that receives a Combat Bonus for every active Alliance. The more Alliances, the more bonuses Hungarys Huszr receives.

    Corvinus Unique Ability The Raven King
    Corvinus legacy of military conquest plays into his unique ability, The Raven King. Units levied from a City-State gain extra movement and combat strength, and it costs no Gold or resources to upgrade evied units. Hungary also sends two Envoys to any City-State Corvinus levies units from.



    Corvinus Unique Unit Black Army
    This is a light cavalry unit unlocked once the Castles technology is researched. The Black Army gains additional strength for adjacent levied units.

    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2018-11-27 16:00:49 CET ] [ Original post ]

    New and Improved Launcher Added to Civilization V and Civilization VI

    Hello, Civilization fans! If you booted up Civilization V or Civilization VI today, you may have noticed that both now include new and improved launchers. These launchers are in a new update that should automatically download when you start your Steam client; please restart Steam to trigger the download if you are having issues.

    This new launcher keeps the same core functionality of the older launcher: You can easily choose your DirectX version and quickly jump into the game, but weve also added sections to keep you up to date on the latest Civilization news, content and special offers. We want you to have the best experience possible with our games and it is our hope that these new launchers better connect you to the Civilization community. Stay civilized!


    [ 2018-11-20 20:04:57 CET ] [ Original post ]

    Civilization VI: Gathering Storm Announced, Releases on PC Feb 14


    The world around you is more alive than ever in Civilization VI: Gathering Storm, the second expansion to the award-winning grand strategy game, Sid Meiers Civilization VI.

    https://youtu.be/trNUE32O-do
    SUBSCRIBE on YouTube http://2kgam.es/CivilizationYT

    Launching for Windows PC on February 14, 2019, Civilization VI: Gathering Storm adds new advanced technologies, engineering projects, the fan-favorite World Congress, and introduces a living world ecosystem that showcases natural events that could enrich or challenge your growing empire. Civilization VI: Gathering Storm also adds eight new civilizations and nine new leaders, seven new World Wonders, and a variety of new units, districts, buildings, improvements and more.

    A Word from the Developer

    Im Ed Beach, Franchise Lead Designer for Civilization VI, and Im going to take you through some of the exciting changes that you can expect with the upcoming expansion for Civilization VI.

    History is full of rich stories of great empires, exploration, survival, and the human spirit. While we have always managed to capture a lot of this in the Civilization series, our story of human history was missing something without the impact that a changing planet has had on our settlements, and the imprints that we have left behind on Earth. This was the primary theme that we wanted to explore with Civilization VI: Gathering Storm.


    Volcanoes, Storms, and Floods oh my!

    With this expansion were unleashing the forces of nature to bring the world to life in a way that youve never seen before. Weve always had Floodplains in the game, but I always found it disappointing that they were completely static. No longer! Weve 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 youll 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 dont worry, theres an upside! First, you can mitigate the effects with our new Dam district. And once youve 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. Now youll experience those same high risk/high reward decisions as you plot out where to settle in your next Civilization campaign.

    Another exciting new environmental effect is the addition of volcanoes. They offer some of the same risk/reward decisions as floods, with eruptions occurring periodically. When you see the magma spilling down the side of one of these you know theres going to be damage to adjacent tiles. However, the long term benefits are there with the yields provided by the volcanic soil left behind. We have also been able to use volcanoes to add a level of realism to our map generation. Weve always had continents in Civilization VI, but the geology didnt necessarily correspond to continental boundaries as you might expect. Weve updated all that so youll find the Mountain ranges you expect along these continental divides, as well as Volcanoes and Geothermal Fissures. Weve also taken the Volcanoes we already had in our Natural Wonder system and made them really powerful.

    As we added more significance to these geographic features, we thought there should be a way to identify them. This inspired the addition of named features. So every time a new feature river, volcano, mountain range, or desert is discovered, it is named after the discovering civ. Now if Egypt starts on a River, that waterway will officially be designated as the Nile River. Of course, this gets tricky when a civ like the Netherlands discovers a Volcano in that case, it will be named for a civ that isnt in the current game. It ends up becoming an interesting geographic trivia game while you play. And the better you are with river and mountain names the more clues you get about which other civs may be present in this particular Civilization world.

    During Gathering Storm development, we had floods and volcanoes working but we decided the world wouldnt truly be alive without adding in some sort of weather system. So we added droughts and four different kinds of storms to spread the risk of succumbing to a natural disaster across the map. And we had fun adding in some of the historical impacts you might imagine storms would entail. So we now have hurricanes that can sink ships at sea, dust storms sweeping across the deserts and choking nearby cities, and blizzards in Russian terrain being particularly dangerous for invading armies. Though all storms can cause damage, Dust Storms and Hurricanes can be valuable in adding fertility to affected tiles.

    Taking the World by Storm

    But although the earth has thrown many challenges our way, mankind continues to adapt. The Dam district I mentioned above is one of the earliest historical examples of our work to harness the power and unpredictability of nature. Finishing a Dam in a city is great: it provides the city with a nice reservoir that boosts your Housing and Amenities. (Later in the game you can add a hydroelectric station to your Dam to generate clean electricity as part of the Power system added with Gathering Storm.)

    Which brings us to something we know many fans are excited about - the addition of the Canal district. This is something weve 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 players 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. Its 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. Theres an achievement in Gathering Storm for creating a full 7-tile navigable path using Canal districts, cities, and this wonder together.

    And our civil engineering upgrades didnt stop there. Youll find that with Gathering Storm you can also create both Mountain Tunnels and Railroads. Even more ways to bend the map to your will and make sure there are really efficient ways to get units and trade goods across your empires!

    Avoiding the Great Mistake

    Of course things are not always that easy and there are some conflicts between mankind and our planet. So introducing global warming and climate change made sense in an expansion focused on interactions with the planet. It is also mapped well to our goal to add depth to the second half of the game. We felt that a player shouldnt be able to exist in a vacuum alongside the game world; rather we wanted a relationship between the two where every turn and every decision can have lasting and global impacts.

    In Gathering Storm, you can use the Power system to improve the effectiveness of some of your late game buildings. There are strategic resources that can be burned for fuel Coal, Uranium, Oil but doing so will have an adverse effect on CO2 levels in the world and impact the Global Temperature of the planet. This increases the chances of flooding and storms, sea levels can rise, and may melt the polar ice caps. As you settle coastal cities, its important to keep an eye on their level of risk with rising sea levels, just in case you or your neighbors become reliant on Strategic resources for Power. But additional Research will provide alternative options Geothermal energy, Wind Farms, Solar Farms, and more.


    Maybe We Can Work This All Out Together?

    Many fans have asked for a Diplomatic Victory, and we couldnt add that without adding some form of a World Congress, so weve added both. In Gathering Storm, Favor is a new form of currency to track your diplomatic goodwill. It serves as voting power in the World Congress so you can get the world community to adopt your ideas. On the other side, weve replaced the Warmonger score with Grievances. This acts as a tug-of-war between a pair of players if youve ever been at the receiving end of a surprise attack and retaliated by taking a few cities, I think youll appreciate how this system has been updated. The other leaders are now likely to feel that such a countermove was entirely appropriate.

    In the World Congress, youll be able to vote using Favor on Resolutions congress-mandated rules that last until the next meeting of the World Congress. These are choices between positive and negative effects, and have specific targets. For example, you may vote to ban Furs or chopping Rainforests, or all players may choose to ban further building construction in a certain District. Favor is also useful to get the world community to sponsor global competitions such as World Fairs, World Games, Disaster Relief, and Emergencies and each of these competitions has a unique set of rewards.

    So, how does it tie into the new Diplomatic Victory? Besides periodic votes for this role as world leader, granting points towards the victory condition, you can also receive points towards this victory from winning Disaster Relief competitions or Nobel Peace Prizes. You really will have to become the darling of the other leaders to win the game through this victory.


    Predicting the Future

    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. Im 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.

    Who Can It Be Now?

    Clearly I can go on and on talking about the new systems in Civilization VI: Gathering Storm, but Id be remiss if I didnt at least mention that we have a number of exciting new leaders and civilizations that well be revealing over the coming months. Were bringing back some fan favorites with brand new twists that you may not expect and of course we are introducing a few civs that are brand new to the series. As with every expansion, we wanted to make sure we had civs that tied into our new systems, so there will definitely be a couple that have interesting interactions with the new environmental mechanics, as well as with the World Congress.

    This is just some of whats to come in Civilization VI: Gathering Storm. We have a lot more to share before the expansion launches on February 14, 2019, so be sure to tune in to our livestreams and social channels to learn more.


    In Summary

    Thanks, Ed! As you can see, Civilization VI: Gathering Storm is the largest expansion Firaxis Games has ever created for a Civilization game. We cant wait to see what you all think when you get your hands on it. See below for the full features list:

    • 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 youll 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 worlds 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 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.


    https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
    Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media 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 Meiers Civilization VI.


    [ 2018-11-20 19:00:40 CET ] [ Original post ]

    Civilization VI Weekend Sale

    https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

    Civilization VI and all of its content is on sale this weekend. The base game and Digital Deluxe are both 67% off, and the Rise & Fall expansion is 33% off.

    https://store.steampowered.com/app/645402/Sid_Meiers_Civilization_VI_Rise_and_Fall/

    You can also grab individual pieces of DLC for 33% off, or snag all of the Civilization VI post-launch DLC in one complete bundle for 47% off here: https://store.steampowered.com/bundle/3294/

    Follow the conversation on social media 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.

    http://twitter.com/civgame
    http://facebook.com/civ
    http://instagram.com/civgame
    http://youtube.com/civilization


    [ 2018-09-27 20:39:18 CET ] [ Original post ]

    Civilization VI update [7/19/18]

    A new update (ver. 1.0.0.262) is available for Sid Meier’s Civilization VI today. This update will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

    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 Steam forums or comment below. Stay Civilized!

    [MULTIPLAYER]

    • Added cross-platform multiplayer functionality for PC and Mac
    • PC users will require ver. 1.0.0.262 (362541)
    • Mac users will require ver. 1.0.0.262 (164403)

    [MISC]

    • Removed Red Shell


    [ 2018-07-20 00:06:12 CET ] [ Original post ]

    Civilization VI – Civilization and Scenario Pack Bundle


    Upgrade your standard copy of Civilization VI today. All of the Civilization VI - Civilization and Scenario Pack DLC is now available in one convenient bundle.

    BUNDLE HERE ➜ https://store.steampowered.com/bundle/3294

    For more information on these additional civs and Scenarios, check out our First Look playlist on the official Civilization YouTube channel.

    https://www.youtube.com/watch?v=_WQmeLQ_wc8&list=PL-lTq9LJCHpSaQ0tkRQIwDC0-dawYWmkg
    SUBSCRIBE HERE ➜ http://2kgam.es/CivilizationYT

    Follow the conversation on social media 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.

    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2018-06-22 00:52:04 CET ] [ Original post ]

    Civilization VI: Rise and Fall – Spring 2018 Update Available Now


    A new update (version 1.0.0.257) is now available for Sid Meier’s Civilization VI. Watch lead designer Anton Strenger share the vision behind this update in the video below.

    https://youtu.be/jb278q5X9v4

    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with this latest update. Loading an old save or configuration that was created using mods will re-enable those mods. To our modding community, the below update may require you to update your mods.

    ADDITIONS

    • Joint Wars/Third Party War Update
      • Players can now ask other players or AI to join wars they are already in.
      • Trade screen allows Casus Belli to be chosen when declaring a Joint War.
      • Joint War now requires one party to have denounced the enemy for 5 turns.
      • Leader screen makes it clear that war declaration is part of a joint war.
    • Adding 12 new Historic Moments, focused on mid to late game.
      • First Shipwreck Excavated (+2 Era score)
      • World's First Shipwreck Excavated (+3 Era score)
      • First Aerodrome Fully Developed with all buildings (+3 Era score)
      • First Encampment Fully Developed with all buildings (+3 Era score)
      • First Entertainment Complex Fully Developed with all buildings (+3 Era score)
      • First Water Park Fully Developed with all buildings (+3 Era score)
      • First City with 25 Population (+1 Era score)
      • World's First City with 25 Population (+2 Era score)
      • First Seaside Resort (+2 Era score)
      • World's First Seaside Resort (+3 Era score)
      • National Park Founded (+3 Era score)
      • World's First National Park Founded (+4 Era score)
    • Game Summary Screen
      • Added 3 new graphs for Rise and Fall games; Era Score, Total Governors, and Total Governor Titles.

     

    BALANCE
    • Governors:
      • Pingala's Librarian ability now provides +15% Science and Culture in the city (was +20%).
      • Governor Magnus Groundbreaker ability reduced from +100% to +50%.
    • Government Balance Pass – Rise & Fall
      • Communism: Bonus Production per population from .4 to .6. Overall Production bonus from 10% to 15%.
      • Democracy: Production per district from 2 to 1.
      • Fascism: Combat Strength from 4 to 5. Bonus unit production from 20% to 50%.
    • Government Balance Pass – Base Game
      • Fascism: Combat Strength from 4 to 5.
    • Policy Rebalance:
      • Military Research gives +2 Science from Military Academies, Seaports, and Renaissance Walls (was +1 and did not include Renaissance Walls).
      • Public Transport gives 100 Gold per Appeal when replacing a Farm with a Neighborhood (was 50).
      • Ecommerce gives +2 Production and +5 Gold for all your Trade Routes (was +5 and +10 but only for international Trade Routes).
    • Civ Balance:
      • Victoria’s Pax Britannica ability now additionally awards a free melee class unit when constructing a Royal Navy Dockyard in a city founded on a foreign continent.
      • Lautaro's unique ability Swift Hawk has been updated to have an additional effect: Pillaging an enemy city plot now causes that city to lose 5 loyalty
      • Rebalancing Seondeok's Hwarang ability. Governors established in a city provide +3% Culture and Science for each Promotion they have earned, including their first (was +10% Culture and Science for any Governor regardless of Promotions).
      • Norwegian Berserker - Production cost reduced from 180 to 160. Combat Strength buff when attacking increased from +7 to +10. Combat Strength de-buff when defending reduced from -7 to -5.
      • Japanese Samurai – Production cost reduced from 180 to 160. Combat Strength increased from 45 to 48.
      • Georgian Khevsur – Production cost reduced from 180 to 160. Combat Strength increased from 40 to 45.
    • Eras:
      • Made it so when somebody wins the game in the Information Era, it reset all players to be in a Normal Age and take away all Dedication bonuses. This puts everyone on a level playing field for "One More Turn" mode. (If somebody wins in an earlier era, continue the progression of eras and Ages as normal.)
      • Rebalancing Era Score of historic moments related to late game city projects:
        • Manhattan Project and Operation Ivy now worth 2 (was 1)
        • Satellite launch, Moon landing, and first Mars component are now worth 4 if world first and 2 otherwise (was 1 in both cases)
      • Monasticism dark policy now provides +75% Science in cities with Holy Sites (was +100%).
    • Map Generation:
      • Made Turtles Luxury Resource more common.
    • Miscellaneous:
      • Religion can now affect the Loyalty of a city. For players who founded a religion, cities get +3 Loyalty for following that religion, but -3 Loyalty per turn if following another player's religion.
      • Updated Foreign Ministry (Government building): Unit combat bonus now applies to City-State units even when they are not levied.
      • Number of envoys received from Liberating City-States is boosted as you progress through the game.
      • Commandos’ Melee unit promotion now grants +1 movement

     

     

     

    MODDABILITY UPDATES
    • Governors and Governor Promotions now use 'Promotion Sets' which allows more than one governor type to be associated with a promotion and vice versa

     

    BUG FIXES
    • Only show the "Capital Lost" when a player loses their original capital city (was also showing when a player lost their new capital city that also happened to be the original capital city of a different player).
    • Fixed for Priority Target highlighting invalid hexes.
    • Districts that cannot be repaired because the player is missing their pre-requisite Tech or Civic (ex. in a conquered city) will now say this in the city production UI.
    • For Great People that activate over luxury resources, a tile with a district belonging to another player is no longer treated as a valid activation tile (and it will not end up highlighted)
    • Frederick Barbarossa's UA no longer gives a combat bonus against Free Cities.
    • Liberating a city will now make that city immune against your Loyalty pressure, as was the design intent.
    • Correctly display when a Wonder needs an adjacent district. Clarified that the adjacent district requirement also must be a district owned by this city.
    • Fixed the combined arms boost by changing it to be “Have 3 Armies or Armadas.”
    • Fixed Victoria's Pax Britannica ability in the base game.
    • Enforced that cities cannot be founded on tiles with districts. It was possible before with the relaxed minimum city distance present in island situations.
    • Fixed an edge case where the historic moments for creating a Trading Post in another civ could be repeated and exploited
    • Made it so Abu al-Qasim al-Zahrawi only heals land units.
    • Fixed Bugs related to expelling units out of a City's or Civilization's borders when applicable. Units should no longer be expelled from a Free City when it flips due to Loyalty unless the city flips to a major civ and rules require it.
    • Fixed an issue with not counting armadas and Fleets for the Triple Seven achievement.
    • Ensure proper display of National Parks after a save is loaded.
    • Don't show Paradrop unit action if unit cannot move.
    • Fixed a bug preventing the Hetairoi Great General bonus from being applied when in the same hex as a general.
    • Fixed a bug preventing the Persian Immortal from using melee as its default attack.
    • Fixed a bug where Renaissance walls and Georgian unique walls were not being affected by the Limes Policy.
    • Addressed audio issues with large and mod-expanded map sizes

     

    TEXT FIXES
    • Corrected the bonus text for the Zoning Commissioner Governor promotion (it said 30% but it is actually 20 %.)
    • Updated Rise and Fall Agenda descriptions to include what that leader dislikes.
    • Clarified Kilwa's description to show that it increases the type bonus from city states instead of the yield.
    • Removed a redundant font icon in the name of a city-state quest.
    • Updated Civilopedia text for Anarchy, since Anarchy does not affect Era Score.
    • Clarified text for Georgia's Unique Ability.
    • Clarified text for first sea/air unit Historic Moments.
    • Added information to technology descriptions about what resources are unlocked for harvesting (some were missing).
    • Document that Patron Saint Governor Promotion also helps Warrior Monks.
    • Removed "doubling" and "tripling" in description of effects for tourism. Use +100% or +200% instead.
    • Added Housing info to Polder description
    • Fixed the Fascism combat bonus description being incorrect in base game.
    • Updated wording for Religious Alliance to indicate that it refers to cities dominated by the player's religion.
    • Changed some text that was incorrectly referring to "Identity" instead of "Loyalty.”

     

    GRAPHIC FIXES
    • Reduced the amount of snow on the Arena building so that it doesn't blow out as much at night.
    • Don't play Paradrop animation if the destination tile is not visible to the current observer.

     

    AI
    • AI respects and uses new rules for joint wars and third party wars
    • AI evaluates joint and third party wars based on the chosen casus belli, and applies casus belli to its own offers
    • In trading cities, AI considers resources and great works it will gain or lose in the deal
    • As part of a city attack, will not pillage a separate city’s districts
    • AI will prioritize a city over units if it can capture or nearly capture the city
    • Fixed issues with AI strategies, including yield priorities and era strategies (as reported on community forums, thanks!).
    • Fixed government bonus analysis problem. AI will no longer focus entirely on monarchy.
    • Fixed issues regarding embarking units near enemy warships, evaluation now takes proper account of that.
    • AI can modify a deal with just gold when asked what would you give.
    • Germany (or anyone favoring minor civ war) won't care about their relationship to a minor civ suzerain unless it's them.
    • Give Greece and Pericles some preferences for culture and envoys.
    • Fix round off problem that was giving low threat values in duel maps (or with only 2 Civs left).
    • Free cities units that are not involved in attacking other units will stay within their own territory.
    • Improved city defense unit management.

     

     

    MULTIPLAYER
    • Auto End Turn is now disabled for the remainder of a player's turn if they unready their turn.
    • Fixed multiplayer stall related to players disconnecting while the host was loading into a game.
    • Fixed zombie connection issue that was preventing some players from joining multiplayer games after a previous join.
    • Players should not be able to unready their turns after their turn timer elapses.
    • Dead civilizations are no longer selectable after loading a save in multiplayer. 
    • Multiplayer quick saves now go in the proper save folder for the current game mode.
    • Fixed default multiplayer handicap for third player in the Jadwiga's Legacy scenario.

    UI
    • Changes to the way Governor Title notifications are handled.
      • The Governor Title notifications turn blocking no longer requires players to use the Governor Title to be dismissed.
      • Appoint Governor Notification will not appear if the player does not yet have a city to assign one.
    • Updated the window style of the Dedication screen and Era Rollover screen, emphasizing Era / Age types.
    • Added food needed for population growth in City Details Panel.
    • Made sure we only show the Emergency row and tab if there are emergencies involving both the selected player and the local player.
    • Fixed an issue where players could have duplicate city names, all names have to be unique now.
    • Espionage mission history for failed missions will now show loot information if provided in the mission info
    • Tech Tree - Ensure we update the live data for a tech when it's boosted.


    [ 2018-05-09 19:10:08 CET ] [ Original post ]

    Civilization VI: Rise and Fall – Spring 2018 Developer Update



    Civilization VI: Rise and Fall will receive a new update to address community feedback and balance changes. Watch lead designer Anton Strenger share the vision behind this update, and check back soon for full details when the update goes live.

    https://www.youtube.com/watch?v=jb278q5X9v4
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    Follow the conversation on social media 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.


    [ 2018-04-12 16:01:04 CET ] [ Original post ]

    Now Live: Civilization VI: Rise and Fall – March 2018 Update

    A new update is available for Sid Meier’s Civilization VI today. Watch franchise lead designer, Ed Beach, share the vision behind this update.

    https://www.youtube.com/watch?v=ZSFhqOPiU-E
    SUBSCRIBE ➜ [URL]http://2kgam.es/CivilizationYT[/URL]

    For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with this latest update. Loading an old save or configuration that was created using mods will re-enable those mods. To our modding community, the below update may require you to update your mods.

    [UPDATE] We have updated the game to correct a reported crash issue when loading some saves created before the March 2018 Update. If you are still experiencing this issue, we recommend attempting to load a previous save that was not loaded/saved on the initial March update, or start a new game. We want everyone to have the best experience possible and will continue supporting the title with future updates.

    GENERAL UPDATES

    • Added a new historic moment for being the second or later Civilization to discover a Natural Wonder, + 1 Era Score.
    • Clarified Amundsen-Scott Research Station bonus in the text.
    • Made the Water Park cheaper to be consistent with the Aerodrome.
    • Reworked the way that warmongering is handled between declaration of war capturing cities, and razing cities.
    • Unit experience gained from fighting Free Cities and Free City units is now capped at +1 after obtaining the unit’s first promotion.
    • Removed the Flirtatious and Curmudgeon agendas.
    • Ranged units garrisoned in a city are now always considered to be in an elevated position if the city has walls or urban defenses.
    • Updated Korean Palace art.
    • Fixed situations where players could have Shared Visibility while at war.
    • Fixed an issue where Observation Balloons were incorrectly granting the Drone unit's combat strength buff.
    • Fixed an issue where the Stadium effects did not match the text.
      • Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles. (Now only applies to Stadium and not districts.)
    • Increased defenses of early era city states to discourage easy conquest by AI and players.

    BALANCE CHANGES
    • Allow the 3 land tiles next to Polder to include Hills.
    • Added Loyalty per turn to Emergency target cities so that Emergencies will no longer end in the member’s favor without them doing anything.
    • Added the Entertainment Complex building effects.
      • Arena: +1 Culture. +1 Tourism once Conservation is unlocked. +1 Entertainment amenity for this city
      • Zoo: +1 Science to all Rainforest and Marsh tiles in this city. +1 Entertainment amenity for all cities within 6 tiles.
      • Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles.
    • Made building National Parks much more important to leaders with the Environmentalist and Exploitative agendas.
    • Military Alliances now provide a bonus against city states.
    • Macedon no longer receives boosts for conquering a Free City.
    • Have Twilight Valor apply to Naval Melee units.
    • Neutralize Governor turn duration has been adjusted for game speed.
    • Gain Sources turn duration has been adjusted for game speed.

     AI UPDATES
    • Added some improvements in sorting great works into collections.
    • Improved AI progress through tech and civic tree.
    • Garrisoned ranged units are much less likely to leave City Centers and Encampments.

    UI UPDATES
    • Historic Moments are now accessible from the End Game Results screen.
    • Made sure we displayed the right city details for cities being ceded.
    • City States no longer display "At War" tooltip if we aren't at war.
    • Former capitals are now properly differentiated from captured capitals.
    • City Banner polish and bug fixes.
    • Our Leader diplomacy screen now uses the longer, more detailed descriptions for unique units, buildings, etc.
    • The diplomacy deal edit box will now fit up to 5 items to fit all 5 Alliance types.
    • Zero out points per turn if we're not in an alliance and updated the tooltip to inform the player they need an alliance to gain points.
    • Diplomacy portraits in the HUD now indicate alliance type.
    • Governor promotion buttons will now use the disabled state properly for promotions we don't have the pre-requisites to earn.
    • The religion lens banner fly out will no longer display redundant icons for the first religion when it's about to convert or be tagged as predominate when it's still converting.
    • Resolved terrain tooltips displaying over selection panels in certain situations.
    • Added tooltips for a variety of loyalty UI.
    • Adding alliance icons to tech tree nodes so players know what their Level 3 Research Alliance members are researching.
    • Movement paths are now shown on the religion lens.
    • Revised Raze City tooltip text for accuracy.
    • Emphasized several notification icons indicating negative game events
    • Clarified Era score and Age threshold UI while in the last era of the game.
    • Added Research Alliance indicator to Research Chooser.
    • Added a scroll panel to operative list on the Espionage overview.

     BUG FIXES
    • Fixed an issue preventing water Natural Wonders from appearing on Huge maps.
    • Fixed a bug that was causing embarked units to use their embarked strength instead of their unit strength when conducting an amphibious attack.
    • ‘Amphibious’ unit promotion is now correctly removing the attack penalty in an amphibious attack.
    • Fixed a bug causing incorrect unit maintenance costs to be incurred.
    • Fixed a bug with the Pax Brittania unique ability that was granting a free melee unit when England obtained a city other than through settling.
    • Fixed a bug causing the player to be charged an incorrect amount when purchasing a District with Gold.
    • Fixed a bug causing units set to ‘Alert’ to be changed to ‘Fortified’, preventing them from waking up when enemies are near.
    • Historic Moment for recapturing a city you originally founded can now only trigger once per plot location, to prevent an exploit where it could be farmed for era score.
    • Fixed the Holy Righteous Queen achievement and the Metroplex achievement to have proper unlock requirements.
    • Preserve proper number of government slots after liberating a city with a Wonder that provides slots.
    • Fixed the Space Port, it was being counted as a specialty district.
    • Fixed Matterhorn and Zhangye Danxia spawning surrounded by mountains.
    • Allowed the Advanced Seminar in Astrophysics achievement to work in more permutations of district placement.
    • Made sure a second work of art from the same artists provides some culture/tourism in the Apadana.
    • Ensured that city state suzerain bonuses are applied properly after you capture a city.
    • Fixed Kilwa Kisiwani bonus to production in other cities when you get another suzerain of that type.


    [ 2018-03-08 19:00:27 CET ] [ Original post ]

    Civilization VI: Rise and Fall – March 2018 Developer Update

    Civilization VI: Rise and Fall will receive a new update to address community feedback on the user interface and the balance of our newest systems. Watch franchise lead designer Ed Beach share the vision behind this update, and check back soon for full details when the update goes live.

    https://www.youtube.com/watch?v=ZSFhqOPiU-E
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    Follow the conversation on social media 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.


    [ 2018-03-05 19:05:24 CET ] [ Original post ]

    Civilization VI Patch Notes [2/13/18]

    A new update is available for Sid Meier’s Civilization VI today. This update will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam. To our modding community, the below patch may require you to update your mods.

    For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with this latest patch. Loading an old save or configuration that was created using mods will re-enable those mods.

    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 Steam forums or comment below.

    Civilization VI Update

    • Fixed an issue where the user could not access the builder that is awarded when the Eagle Warrior kills an enemy unit in a standard ruleset game.
    • Fixed America's Founding Fathers ability to function when progressing through a Standard Rules match.
    • Fixed an issue where a trader could lose functionality resulting in placeholder/debug string being displayed when war is declared through an emergency with a civ the user has trade routes to.
    • Fixed a crash that could happen when starting a new game under certain conditions.
    • Fixed an issue where the user could crash after attempting to join a Full game in the Multiplayer lobby.

    “Rise and Fall” Expansion Update
    • Fixed the Letters of Marque Dark Policy to double the Yields from plundering a trade route when viewed during gameplay.


    [ 2018-02-13 19:02:35 CET ] [ Original post ]

    Civilization VI: Rise and Fall is NOW AVAILABLE

    Civilization VI: Rise and Fall is now available! Get the new expansion here:

    http://store.steampowered.com/app/645402/Sid_Meiers_Civilization_VI_Rise_and_Fall/
    Civilization VI: Rise and Fall builds upon the critically-acclaimed gameplay experience of Civilization VI giving players new choices, strategies, and challenges as they guide a civilization through the ages. The expansion introduces new Golden Ages and Dark Ages, a new city Loyalty system, and Governors who can be stationed in players’ cities. Civilization VI: Rise and Fall also adds nine new leaders and eight new civilizations, including returning fan favorites Shaka leading the Zulu and Genghis Khan leading Mongolia, alongside newcomers in a Civilization game for the first time such as Queen Seondeok leading Korea and Robert the Bruce leading Scotland.

    Key features for Sid Meier’s Civilization VI: Rise and Fall include:

    GREAT AGES: As your civilization ebbs and flows, and you reach milestone Historic Moments, you will experience Dark Ages or Golden Ages, each providing specific challenges or bonuses based on your actions in-game. Rise triumphantly from a Dark Age, and your next Golden Age will be even stronger – a Heroic Age.

    LOYALTY: Cities now have individual Loyalty to your leadership – let it fall too low, and face the potential to lose your city to its own independence. One civilization’s loss can be your gain as you inspire Loyalty among Free Cities throughout the map and further expand your borders. 

    GOVERNORS: Recruit, appoint, and upgrade powerful characters with unique specialization bonuses and promotion trees to customize your cities, and reinforce Loyalty.

    ENHANCED ALLIANCES: An enhanced alliances system allows players to form different types of alliances and build bonuses over time.

    EMERGENCIES:  When a civilization grows too powerful, other civilizations can join a pact against the threatening civilization and earn rewards, or penalties, when the Emergency ends.

    TIMELINE: Review your civilization’s history at any time with the new Timeline feature, a visual journey through the Historic Moments that you encountered on your path to victory.

    NEW LEADERS AND CIVS:  Nine leaders and eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of eight unique units, two unique buildings, four unique improvements, and two unique districts.

    NEW GLOBAL CONTENT: Eight new world wonders, seven natural wonders, four new units, two new tile improvements, two new districts, fourteen new buildings, and three new resources have been added.

    IMPROVED GAMEPLAY SYSTEMS:  The Government system has been enhanced with new Policies and additional improvements have been made to existing systems.

    Watch our Features Video to learn more about all the new features in Civilization VI: Rise and Fall.
    https://www.youtube.com/watch?v=h31myLyc_qk
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    Follow the conversation on social media 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.


    [ 2018-02-08 06:18:21 CET ] [ Original post ]

    Live Now: Devs Play Zulu / Pre-Launch Livestream (Rise and Fall)

    We're live on the Civilization VI Steam Store Page showing off Shaka of the Zulu and all the new features in Civilization VI: Rise and Fall.

    Join us here! http://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/


    [ 2018-02-07 20:12:39 CET ] [ Original post ]

    Civilization VI Patch Notes [2/7/18]

    A new update is available for Sid Meier’s Civilization VI today. This update will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam. To our modding community, the below patch (as well as the addition of the Civilization VI: Rise and Fall expansion) may require you to update your mods, as certain interface and backend adjustments have been made.

    This patch is only for the Civilization VI base game and is being released prior to the “Rise and Fall” expansion. Please note that this update does not include the “Rise and Fall” expansion. Civilization VI: Rise and Fall will be available to download at 00:00 ET on 2/8/18.

    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. Stay civilized!

    Base Game Patch Notes

    ENHANCEMENTS

    • Rework start position algorithm to spread major powers evenly across the map first and then insert city-states in the margins.  Results in improved distances between Civilizations and better quality for major civ start positions.
    • Add notification about production salvaged from a Wonder. Make sure that production is credited.

    BALANCE CHANGES
    • Diplomatic actions now scale with game speed.
    • Government Policies that increase production on Melee class units now include Anti-Cavalry class units.
    • Change tech boost for Steel to add a soft prerequisite that hints you probably want Ironclads before Destroyers.
    • Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)
    • Healing plunder reward from Farms reduced from 100 to 50.
    • ‘Sack’ government policy has been removed and its effects have been added to the ‘Raid’ policy.
    • Naval combat changes – Bombard land units are now more effective against naval units, Ranged land units are less effective against naval units.
    • Pillage rewards are now displayed in the tooltip of the Pillage action button.
    • Boost number of random Apostle Promotions from 2 to 3.
    • Reduce Science per population from 0.7 down to 0.5.
    • Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.
    • Gold and Faith rewards from Tribal Villages now scale with Game Speed.

    GENERAL BUG FIXES
    • Apostles could run out of random promotions to choose from.
    • If a spy is traveling to a city that changes hands, abort travel and return them to your capital.
    • Warrior Monks now benefit from Great Generals and can earn the Spear of Fionn promotion.
    • Abundant resource will spawn sea luxuries.
    • Units levied from a city-state will now retain any promotions earned while controlled by a player.
    • Fixed several issues with obsolete units appearing in the production menu for a city.
    • Fortified units will now properly ‘wake up’ after being attacked.
    • Fortified or Sleeping units that have been expelled from a city will now properly ‘wake up’.
    • Support units can now be levied from City-States.
    • Fixed a bug preventing Ranged Cavalry class units from receiving the combat bonus from the Spear of Fionn ability.
    • Fixed an issue with embarked units not being able to heal in friendly territory.
    • Properly abort all spy missions if a city changes hands.
    • Fixed an issue that caused zone of control UI to show between religious units of the same player.
    • Properly update siege status of a city when units die, are deleted, etc.
    • Don’t award a Spread Religion charge to Gurus from the Mosque.
    • Make sure losing Kandy as an ally doesn’t interfere with the Reliquaries belief.

    AI
    • Fixed an issue that was causing the AI to send multiple spies on the same mission.
    • AI will look at graphic change on spaceports, and can target their spies to spaceports that are performing their science victory projects.
    • Improved opportunity cost considerations for district placement.
    • Improve ability to place / use aqueducts.
    • AI knows to move builders back into their territory if they get caught outside.
    • AI will not complain about stealth units it can’t see being too close to its border.
    • AI is much less likely to trade its cities away as part of a peace deal.
    • Improved resource trading, AI considers luxury resources it is currently importing.
    • Improved new city placement, also fixed issues where the settler would try to travel through hostile territory to get an escort.
    • AI prefers garrisoning ranged units over melee.
    • If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that.
    • Fixed coordinating ranged attacks.

    MULTIPLAYER
    • Changing default Resources option to Standard for multiplayer. There is a map generation issue where setting Resources to Abundant and StartPosition to Balanced results in civ starting positions being too close together.
    • Players could not ready up when dirty from another match.
    • Improved stability when players connect to or disconnect from launching games.
    • Pausing the game could desync multiplayer games.
    • Missing official content icon was not working in the multiplayer lobby.
    • Improved stability when game host leaves game in multiplayer.
    • Made sure you can’t declare war on a Teammate.

    CIV-SPECIFIC BUG FIXES
    • Properly credit Kongo with 1 Culture, 1 Tourism if multiple works from the same artist are in the Palace.
    • Don’t give the Hansa bonuses for adjacent Antiquity Sites/Shipwrecks.
    • Allow India to train Warrior Monks if 1 follower of that religion is in the city.
    • Fix Arabia’s unique ability so only FOREIGN cities following their religion that add Science.
    • If the Kongo captures a city-state, don’t let them grab a Holy Site.

    USER INTERFACE IMPROVEMENTS
    • Show turns until Anarchy clears.
    • Show turns until Friendship lapses.
    • Defeated notification indicates whether a city-state or full civ was eliminated.
    • Remove warmonger information on the Keep City dialog if city received in a trade.
    • Only allow religious units to Rest/Repair on tiles where they are close enough to a Holy Site to actually heal.
    • Do not hide Casus Belli sub-menu if a denouncement has not occurred (so the reason that war can't be declared is clearer to the player).
    • Show turns until Denouncement clears.
    • Correct timing of Culture Victory imminent message.
    • Add notification if an enemy spy escaped your police.
    • Emphasized several notifications indicating negative effects on the player.
    • Civilopedia bug fixes and improvements.
    • Trade Route panel bug fixes and improvements.
    • Corrected an Issue where incorrect team numbers were displayed.
    • Add whether or not an original capital was conquered or not to the associated gossip message.
    • Show requirements for each Casus Belli when that option is grayed out.
    • Fixed map pin corruption when deleting and adding map pins.
    • Version mismatched games are colored differently in multiplayer lobby.
    • If multiple players are affected by a nuclear attack, the Declare War warning dialog will now appropriately list all players involved.
    • Always show the player’s own cities first in the list of trade route destinations.

    ART
    • New Barbarian Scout skin.
    • Animation fix for Gorgo.

    WRITING
    • Various text updates and bug fixes.


    [ 2018-02-07 18:57:20 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Shaka Leads The Zulu


    Unquestionably one of military history’s greatest commanders, Shaka’s reforms to the Zulu armies gave them efficiency, organization, and lethality – making the impi one of the most feared forces in the world. Equally notable are Shaka’s wrath and grief which resulted in thousands of lives lost on the African continent.

    He was born the illegitimate son of Zulu chief Senzangakhona, and Nandi, the daughter of a Langeni chief. The Zulu chieftain would eventually exile Nandi and Shaka. Driven out and scorned, Nandi found safe haven with the Mthethwa chief, Dingiswayo.

    During this time, Shaka enrolled in the ibutho, a traditional regional military cadre program. Young men of the same age group would get grouped together into a unit within the ibutho, and the unit would eventually disband when the men aged out of the warrior class. Shaka’s unit served under the command of the chief. Dingiswayo laid the groundwork for the system of command that would eventually be brought to ultimate refinement under Shaka.

    When his biological father died in 1816, Shaka, by now a renowned commander in his own right, left Dingiswayo’s armies and returned to lead the Zulu, who were at this time the smallest of the region’s Bantu clans. Southern Africa would quickly learn to fear the Zulu.

    Shaka immediately reorganized the army and its training. The age-grade system of the ibutho was refined and strengthened into an age-based regimental organization, with each regiment having a distinct fortified village (or ikanda), uniform heraldry on their ox-hide shields, specific ornamentation in jewelry and headdresses, and sworn loyalty to Shaka. Organization of the impi and its tactics were standardized. Shaka introduced a corps of officers, promoted on the basis of merit and ability, from all the subordinate tribes. Comparisons to the Marian reformations of the Roman Legions are apt; both commanders took control of fundamentally competent basic forces, and transformed them into unstoppable military machines.

    Shaka then took his impi on a march of conquest. His first conquest was said to be the Langeni, who humiliated him as a boy. When his former commander Dingiswayo was assassinated by the rival Zulu chief Zwide, Shaka swore vengeance, and a full-scale civil war of the Zulu broke out. Zwide was decisively routed at the Battle of Gqokli Hill by a force half his size under Shaka’s command.

    But Shaka’s reign was not uncontested. There was substantial opposition to his policies within his own kingdom. Escalation of warfare between tribes into near-extermination were a marked change from previous patterns of war. Tensions were exacerbated when Shaka granted European traders concessions. But it was the death of his mother in 1827 that seems to have marked the beginning of the end of Shaka – and the bloodiest part of his reign.

    Grief-stricken, Shaka ordered that no crops be planted, nor milk used for a year (and milk was the staple of the Zulu diet). Women found pregnant were to be killed with their husbands, as was anyone found to be insufficiently mournful. Cows were to be slaughtered “so that calves would know what it was like to lose a mother.” 7,000 of Shaka's subjects were killed in his grief, according to accounts.

    His two half-brothers had been actively conspiring against him for some time. In 1828, while the impi were on campaign to the north, he was assassinated by his half-brothers Dingane and Mhlangana, along with a third co-conspirator named Mbopa. Tradition states that Shaka’s dying words were a warning both about the growing power of the Europeans in South Africa and about the peril of Zulu disunity.

    The meteoric rise of the Zulu under Shaka, coming at a time of increasing European colonization in the region, had a profound and complex impact on the history and culture of Southern Africa, whose implications are still debated and considered. Shaka’s legacy as a ruler is not a simple one, even within Zulu culture today. But his impact on the history of the world is beyond question. 


    UNIQUE UNIT – IMPI
    The powerful warrior regiments of the Zulu were already a formidable force when the ambitious Shaka taught them new techniques: combining the iklwa (a short stabbing spear with a broader blade than a throwing spear) and the ishlangu (a large, oval shield with cowhide layered on top). They trained to form shield walls, both to blunt projectiles and to hide their true numbers, and attack with a “buffalo horns” formation – greener troops would sweep out and around to pin the enemy’s flanks (the horns), while a more experienced center would slam into the pinned enemy (the rest of the buffalo).

    The impi training regimes under Shaka were nothing less than brutal, but harsh conditioning led to tightly bonded, well-disciplined soldiers able to carry out complex formations with ease. These Pikeman replacements have an increased flanking bonus, are less expensive than other combat units of the same era, have a low maintenance cost, and earn XP faster.


    UNIQUE DISTRICT – IKANDA
    The ikanda (also known as a “kraal” or “umuzi”) were self-sufficient, fortified Zulu homesteads. A double palisade protected its residents—the inner wall kept livestock in and the outer wall kept interlopers out. Ikanda were ideally placed uphill for reasons both practical and strategic: rainwater flowed downhill to clean the ikanda, while opponents were forced to attack an elevated position.  Within Shaka’s military structure, a regiment would be stationed in an ikanda. It’s where they trained and lived.

    As the Zulus conquered and absorbed neighboring tribes, more ikanda would sprout up. These encampment replacements, unique to the Zulu – provide additional housing. Once Civic or Technology prerequisites are met, Corps and Armies can be built outright. This also leads to faster Corps and Army creation.

    UNIQUE LEADER ABILITY – AMABUTHO
    By the age of 23, Shaka lead an impi regiment. He continued his rise based upon his deeds, becoming one of chieftain Dingiswayo’s most highly-regarded commanders. Shaka was also known for drilling and rearming his troops, trading light throwing spears (assegai) for the broad-bladed iklwa and large cowhide-covered shields. As a result, in the game, Shaka may form Corps (Mercenaries Civic) and Armies (Nationalism Civic) earlier. Amabutho alsoprovides an additional Base Combat Strength to both Corps and Armies.

    UNIQUE CIV ABILITY – ISIBONGO
    A tribe, once conquered, was subordinated into the Zulu kingdom, its young men were incorporated into the ibutho, and then the Zulu marched on. Shaka also offered diplomatic carrots, with the stick of the impi ever-present. That’s reflected in the game with Isibongo. After Shaka conquers a city, it gains bonus Loyalty when garrisoned. Conquering a city with a unit will upgrade it into a Corps or Army, if the proper Civics are unlocked.

    https://www.youtube.com/watch?v=owalOCcMZgU
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    Shaka Zulu is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

    Follow the conversation on social media 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.


    [ 2018-02-06 16:01:03 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Lautaro Leads The Mapuche



    Imagine leading a rebellion against an invading force – as a teenager, no less – then remaining a rallying symbol for your people hundreds of years after the fact. Lautaro, revered among the people of Chile as the Toqui (a war chief or literally translated, “axe-bearer”), defied Spanish Conquistadors, escaped enslavement and cemented his legacy while facing overwhelming odds.

    Long before his first encounters with the Spanish (who had trouble pronouncing the native tongue) Lautaro was actually known as Leftraru, or "Swift Hawk" in the Mapuche language. Lautaro lead a relatively quiet early life until the Spanish aggressively colonized Chile at the expense of the indigenous people. With every Spanish fort built, Mapuche territory got pushed further. Eventually, the local populace started pushing back. Lautaro, the son of a Mapuche chief, was captured by the Spanish.

    Managing to escape roughly three years later, Lautaro finally did return to the Mapuche.  A council of war declared that Lautaro would serve as vice-Toqui to a powerful warrior known as Caupolican and together, they led an assault on the Spanish forts scattered across their territory.

    Today, Lautaro is among the most famous military leaders in Chilean history, considered by many to be the nation's first true General in light of his battlefield tactics. The overwhelming forces of the Spanish did little to slow Lautaro's determination, and his efforts spurred a period of resistance that lasted for nearly three centuries after his passing.



    UNIQUE UNIT – MALON RAIDER
    The 16th Century brought a Spanish invasion to what is now southern Chile. It also brought horses, which the Mapuche were unfamiliar with before encountering the conquistadors. Their presence on the battlefield forced the Mapuche to adjust their tactics. Partly due to Lautaro’s time enslaved to the Spanish, the Mapuche quickly learned how to use horses, turning one of the greatest Spanish advantages against them. The mounted raiders—so named for their retributive attacks on invaders—would launch quick raids to harass an enemy, before leading a responding enemy into an ambush. As a result, this unique Renaissance Era unit gets combat bonuses when fighting near friendly territory and pillaging costs less movement.



    UNIQUE STRUCTURE – CHEMAMULL
    The Mapuche erected great wooden tombstones to remember their dead. These
    chemamull are carved from a single log and placed beside a person’s tomb. These “people of wood” stand as tall as a person, crafted as recognizably male or female figures with arms crossed over their bodies.

    The Mapuche built these wooden statues to protect the spirits of their loved ones. They believed each statue guarded its tomb and helped to reunite a spirit with its ancestors. Not only do these structures provide culture equal to 75% of a tile’s appeal, later in the game, the Mapuche benefit from a tourism boon thanks to chemamull.

    UNIQUE LEADER ABILITY – SWIFT HAWK
    True to his name, Lautaro (originally “Leftraru” in Mapuche which translates to “Swift Hawk”) found ways to probe and exploit weaknesses in the Spanish Conquistadors’ cavalry. As such, defeating an enemy unit in their own territory decreases the Loyalty of the owning city.

    UNIQUE CIV ABILITY - TOQUI
    As a war chief, Lautaro successfully took the fight to a superior force by rallying the Mapuche people. You’ll get a bonus while combatting civilizations already in a Golden Age. All units trained in cities with an established Governor gain more experience in combat.

    Lautaro is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

    https://www.youtube.com/watch?v=yUgDHpcWAAE
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    Follow the conversation on social media 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.

     


    [ 2018-01-30 16:00:13 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Robert the Bruce Leads Scotland



    Born among the Scottish aristocracy, Robert the Bruce is best remembered for his stalwart leadership of Scotland during the nation’s war for independence with England in the late 13th century. Robert successfully claimed the throne of Scotland and led his people to victory over the oppressive rule of England. 

    Although the details of his early life are uncertain, Robert was born into a line of Scottish nobility and by the time he was 18 years old, Robert was already entangled in the elaborate web of politics surrounding the rule of Scotland.

    Following the death of their queen in 1290, Scotland entered an interregnum or gap in governance. Edward I, King of England (known famously as Longshanks), was asked to choose her successor. When he selected John Balliol as the rightful heir in 1292 (over Robert the Bruce’s grandfather), both Robert and his father refused to accept the decision.

    Rather than support the newly-crowned King John, the Bruces sided with Longshanks – the English king that chose John in the first place. This found the Bruce family at odds with many of their countryman.

    Hearing of an alliance between the Scots and French in 1296, England invaded and dethroned King John – once again, leaving Scotland without a true monarch. Robert finally broke from his father's wishes and sought to align himself with those seeking to revolt. However, it wasn't until 1298 after once again siding with Longshanks at the Battle of Falkirk that Robert truly broke from the English king. After seeing his fellow countrymen defeated, including Sir William Wallace, the time had come for change. When Wallace ceded the title of Guardian of Scotland, Robert was named his successor.

    Following a series of purported agreements and broken promises over the future of the Scottish throne, in 1306 Robert met with John Comyn, nephew to prior King John. Comyn was another strong claimant to the throne and potential rival to Robert. The details of their meeting are still debated to this day, but what is known for certain is that at some point the two came to blows and Comyn was killed by Robert. Less than two months later, Robert was named King of Scots by his fellow noblemen.

    As King, Robert led Scotland in a prolonged conflict against England that persisted not only through the reign of Edward Longshanks but also that of his son, Edward II. For nearly eight years, Scotland and England volleyed for control of the nation, culminating in the Battle of Bannockburn in 1314. By some accounts Robert's forces were outnumbered three to one, yet through clever tactics the Scottish emerged victorious. Suffering thousands of casualties, the battle was an utter humiliation for England and King Edward. With momentum on his side, Robert now pushed back the English in their own lands as well as their territories in Ireland.

    When the Pope finally recognized Robert as the true king and sole ruler of Scotland in 1324, England's claims to the country were all but over. By 1327, the Treaty of Edinburgh-Northampton officially marked the end of what eventually came to be known as the First War of Scottish Independence.

    Although he lived to see his homeland free of English rule, on June 7th, 1329, Robert died at the age of 54. Despite the political conflicts that plagued the Bruce family during his formative years, Robert rose to the call of his people, finally shaking off the threat of England after more than a decade of turmoil.



    UNIQUE UNIT – HIGHLANDER
    The feared and respected Scottish Highlanders were ferocious on the battlefield. In fact, some scholars say that even the Vikings knew to avoid the nation. Starting in the sixteenth century, though, highlanders began trading in their bows for gunpowder firearms. By the 1700s, the Scottish highlands were in constant conflict, be it rebels, criminals or warring clans. King George I ordered the formation of what would be called “The Black Watch”, to help keep the peace. They served so well that by 1739 they were formed into His Majesty’s 42nd Regiment and shipped out to North America. Replacing the Ranger in Civilization VI, this strong recon unit gains a Combat Strength bonus fighting on hill and forest terrain.



    UNIQUE STRUCTURE – GOLF COURSE
    The true origins of golf remain debated, dating back to the Chinese, Persians and Romans, but we trace the modern game of golf to 15th-century Scotland. One of the earliest written records comes from James II's Act of Parliament of 6 March 1457, which banned golf and football. The reason: It was an unwelcome distraction to learning archery at a time when military training was compulsory for males over 12.

    This once-banned pastime provides a number of bonuses for Scotland in Civilization VI. A Golf Course provides additional Amenity, Gold and Culture if placed adjacent to a City Center. It also provides additional Culture when located near an Entertainment Complex. Later in the game, it yields additional Tourism and Housing bonuses. Golf Course tiles can’t be swapped or placed in the Desert and Desert Hills.

    UNIQUE LEADER ABILITY – BANNOCKBURN
    The Battle of Bannockburn was a turning point in the Scot’s fight for independence from England. Estimates vary, but the English force – at least 50% larger than what the Bruce army was able to muster – suffered huge casualties. As a result, Scottish led raids into English territories. This translates into some war bonuses for the Scottish. Robert the Bruce can declare a War of Liberation after gaining the Defensive Tactics Civic. You also gain bonus Production and additional movement during a War of Liberation.

    UNIQUE CIV ABILITY – SCOTTISH ENLIGHTENMENT
    The 18th and 19th century marked a period of great scientific and intellectual achievements for the Scottish people. Discoveries in the sciences, math, literature – to Adam Smith’s “The Wealth of Nations,” which became the foundational economic theory that had immediate impacts for England back then and the modern world, today. Happy Cities receive additional Science and Production. They also generate a Great Scientist point per campus and a Great Engineer point per Industrial Zone.

    https://www.youtube.com/watch?v=1Yq-CCO2yJY
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    Robert the Bruce is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

    Follow the conversation on social media 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.
     
    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2018-01-24 16:00:12 CET ] [ Original post ]

    Civilization VI: Rise and Fall - New Features Explained



    Learn the details of all of the new features being added to Civilization VI in this extensive gameplay preview of the Rise and Fall expansion.

    https://www.youtube.com/watch?v=h31myLyc_qk
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    Follow the conversation on social media 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.
     
    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2018-01-17 00:06:48 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Tamar Leads Georgia


    What makes an ideal monarch? Is it someone wise and diplomatic? A forward-thinking patron of the arts or a stalwart defender of the realm? Few live up to that standard, but you can count Tamar – ruler of Georgia at the height of its golden age – among them.

    Born around 1160 (dates of her birth vary) to King George III and Queen Burdukhan, Tamar would be in for an early fight to keep her crown. The nobles of the court preferred her cousin, Prince Demna, to be next in line of succession and by the time she was 17, a minor rebellion broke out. Those nobles were summarily crushed by King George III.

    Tamar was proclaimed heir and co-ruler by her father shortly after that rebellion. When George III died in 1184, Tamar assumed the throne of a fractured Georgia. Compromises needed to be made and Tamar was pressured into accepting the nobles’ choice for her husband: The Rus prince Yuri.

    The two were wed in 1185, but the marriage didn’t last. Yuri led Georgian forces to victory in battle, but he was a coarse and unpleasant person, causing all sorts of problems for the royal court. So she filed to divorce him on grounds of drunkenness and immorality. This was monumental considering the era: the monarch of a fervently Christian nation, divorcing her husband and then receiving permission to re-marry from the church? That just didn’t happen back then.

    As Tamar left Yuri, Georgia saw the greatest expansion of its domain begin. The Georgians fought against the neighboring Muslim sultanates, aided by exceptional generals (including the new king consort, David Soslan) and conquered them. Nearby kingdoms became vassals and protectorates. Georgian nobles stopped scheming, then began rallying to her banners. Georgians even founded the Empire of Trebizond, injecting themselves into the powers of the Middle East. 

    Tamar became the frequent target of marriage proposals after Yuri. After all, she was an eligible queen of a prosperous kingdom. One story tells of how the Sultan of Rum declared war on Georgia, stating he would have Tamar "as a Muslim bride or a Christian concubine." The diplomat sent to deliver this message was summarily punched in the face by a Georgian courtier.

    Tamar, always pious, is said to have prayed at the cave city and monastery of Vardzia, then addressed her troops from the steps of the church. Inspired by her piety, the Georgians crushed the Sultan’s forces.

    Tamar was also a strong patron of the arts. She bolstered trade and commerce, and minted coins bearing her monogram and titles. Laws were codified. Churches and cathedrals were built. Georgian culture developed as a strong and lively blend of Byzantine Christianity and Persian-inspired ideas.

    Tamar is said to have died in 1213, but her grave remains a mystery. Some say she was buried in a monastery, to prevent desecration. Others claim her remains were secreted to the Holy Land, for burial near the Holy Sepulcher.

    She came to power in a divided kingdom, and left it larger, more powerful, and sure of its cultural identity. She is canonized as a saint in the Eastern Orthodox faith, and a national symbol for Georgians even today.


    UNIQUE UNIT: KHEVSURETI
    The warriors from Georgia’s Khevsureti territory maintained their traditions for countless generations. (Until the early 20th Century, they continued to fight with weapons and armor more suited to medieval times.) These fierce Georgians dressed in chainmail and carried swords, axes, and small, black bucklers adorned with crosses for nighttime raids—due to the shield’s color, the warriors were practically invisible in the moonlight. It should come as no surprise that this warrior order gets a Combat Strength bonus, but they also suffer no movement penalties on hilly terrain. Though tradition was their watchword, they did adapt with the times, incorporating firearms as their importance on the battlefield became unmistakable.


    UNIQUE STRUCTURE: TSIKHE
    Sitting high over the countryside, situated in the hills and rocky cliffs, the Georgian fortresses – or tsikhe – stand guard. A tsikhe features high curtain walls with either rounded or triangular merlons (the solid part of the “cut outs” on the wall used as defensive structures).

    The Georgian fortresses were particularly difficult to assault due to their position on the high ground. Unique to the Georgians, it raises the strength of your outer defenses to the highest level while at a lower production cost than Renaissance Walls.

    Although this type of fortress existed during the time of Alexander the Great, the Georgians employed them effectively through the 17th Century. And even today, they are a big tourism draw. Once you advance to the Conservation Civic with Georgia, you will be able to benefit from that tourism as well.

    UNIQUE LEADER ABILITY: GLORY OF THE WORLD, KINGDOM AND FAITH
    Tamar can declare a Protectorate War after gaining the Theology Civic. Considering Tamar’s upbringing – and how she was known to inspire her troops before battle, they gain bonus Faith for a limited time after declaring a Protectorate War. In addition, Georgia gains bonuses as they continue to deliver the word of God. An Envoy sent to a city-state of your majority religion counts as two.

    UNIQUE CIV ABILITY: STRENGTH IN UNITY
    Out of a time of relative instability for Georgia, Tamar helped give purpose and unite her people. Honor her achievements through Pride Moments. When making a Dedication at the beginning of a Golden Age, receive its Normal Age bonus towards improving Era Score, in addition to its Golden Age bonus.

    https://www.youtube.com/watch?v=0aExp07EKks
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    Tamar is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

    Follow the conversation on social media 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.
     
    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2018-01-09 16:00:14 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Poundmaker Leads The Cree Nation


    Poundmaker (Pitikwahanapiwiyin) was chief during a time of crisis for the Cree. Deeply committed to both peace with the Canadian government and the preservation of his people, he negotiated impossible choices, only to be wrongly accused and tried for treason.

    Poundmaker was a highly skilled bison caller – a man who drew bison into pounds – and greatly respected among his people. After all, bison calling had a great practical and spiritual importance to the nation. However, he was also recognized as an outstanding orator and went on to become a great leader.

    In 1873, Poundmaker was adopted by the Blackfoot leader Crowfoot at the age of 31. Crowfoot had initiated a peace between the Cree and Blackfoot, bringing to an end an era of bitter wars and feuds. Poundmaker was given the name Wolf Thin Legs (Makoyikohin), and for the next few years lived with the Blackfoot. This greatly elevated his status with both the Cree and the Blackfoot.

    Three years later, the Cree were deeply involved in a treaty negotiation with the Canadian government. Poundmaker emerged as a leading skeptic of the treaty, objecting to some of the terms being dictated. He pushed for the inclusion of a famine clause, as well as assistance for the Cree in learning farming and trades. By all accounts, despite his earlier misgivings about the reservations and his reluctance to enter one, Poundmaker made every effort to learn to plough and farm to become self-sufficient, rather than rely on government rations.

    In 1881, Poundmaker served as an interpreter and guide for the Governor-General from Battleford to Calgary. The viceregal party was impressed with their guide’s nonviolent philosophy and cultural knowledge. He publicly encouraged his band to remain peaceful during this trip.

    This commitment to peace was shortly tested, though. In 1883, short supplies to the reservations and a reduction of the staff of the Indian Department, as well as the terrible winter of 1883-1884 led to starvation and desperation. By June 1884, war bands under young warrior leaders had begun to gather, and many groups, including ones led by the Cree leader Big Bear, assembled on Poundmaker’s reservation for a Thirst Dance ceremony to discuss the situation.

    Tensions increased over the next couple years with increasing skirmishes between the Cree and government forces. Then, on the morning of 2 May 1885, Lieutenant-Colonel Otter attacked Poundmaker’s camp, believing Poundmaker to be in rebellion. After a sharp skirmish, Otter and his men were forced to retreat. Poundmaker intervened to prevent the Cree and Stony warriors from pursuing the retreating troops, thus preventing further bloodshed. Poundmaker again intervened when his band captured a column of supplies intended for government forces, preventing the warriors from murdering the wagon drivers.

    Upon entering the nearby fort to calm the situation, Poundmaker and his followers were arrested and charged with treason against the government. Sentenced to three years in prison, he was paroled after a year at Stony Mountain Penitentiary. The year in prison had ruined him, physically and mentally, and he died shortly afterwards of a pulmonary hemorrhage, while visiting his adoptive father Crowfoot, on the Blackfoot reservation.

    Poundmaker’s historical reputation was restored after his death. His commitment to a lasting, just peace between the Cree and the government was born of foresight and dignity. During his life he had served as a personal agent of peace to end war between First Nations. He had negotiated in good faith and attempted to strike a conciliatory approach with the Canadian government. His legacy is now honored among both the Cree and Canadians today.


    UNIQUE UNIT: OKIHTCITAW
    Roughly translating to “warrior,” the okihtcitaw had a much more important role within Cree society than merely serving as combatants. The sons of chiefs, they protected the tribe when it traveled and kept order when it settled. They also policed buffalo hunts to ensure that no one hunter began before any other. They make for excellent scouts as well, serving as an early, strong reconnaissance unit. The Cree considered these seasoned warriors incredibly brave and skilled in combat, a step above their peers—often charismatic and clever, allowing them to serve as effective leaders in times of war and peace. That’s why they start with one free promotion.


    UNIQUE STRUCTURE: MEKEWAP
    Made from birch bark, the mekewap was a long-term shelter for the Cree intended to lodge many people. The Cree carefully laid out the wood into a dome shape, then wrapped wooden strips around the shelter. They then wove the strips together for warmth, further securing it from the elements. This careful construction prevented rain from permeating the shelter.

    The mekewap were not portable, but thankfully, they were relatively easy and quick to build. Because it’s relative easy construct and design, the mekewap gives an early advantage to the Cree. When placed near Bonus or Luxury resources, the Cree get Production, Resources, Food and Gold benefits.

    UNIQUE LEADER ABILITY: FAVORABLE TERMS
    Poundmaker’s goals of living in peace with surrounding tribes – and governments – benefits all his allies. All Alliance types provide shared visibility. However, Poundmaker also directly benefits with bonus food and gold from establishing trade routes.

    UNIQUE CIV ABILITY: NIHITHAW
    Depending upon the community, the Cree identify themselves with several different names. Among them, the Nihithaw (or “Woodland Cree”). They had an extensive network of fur trade. As the Cree people explore, they start with an extra trade route and an opportunity to gain control of nearby unclaimed tiles.

    Poundmaker is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

    https://www.youtube.com/watch?v=MWyYBFyXrgc
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    http://store.steampowered.com/app/645402

    Follow the conversation on social media 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.

    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070
     

     


    [ 2018-01-02 16:11:56 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Chandragupta Leads India



    Master strategist.  Respected diplomat. Honored student. Chandragupta Maurya of India was all of those things and became legend amongst his people because of it. In his time, he toppled a corrupt empire, then succeeded in pushing the boundaries of his kingdom and worked to better the lives of his subjects. Then he voluntarily walked away from it all.

    Born sometime in the 3rd Century BCE, Chandragupta’s early life remains somewhat of a mystery. Though some accounts speak of his connection to a family with a noble warrior tradition, other accounts claim he was born a commoner, orphaned at an early age. Regardless, Chandragupta earned a reputation as a clever and charismatic man – so much so that the great Chanakya mentored him. Thanks to the legendary politician and philosopher, Chandragupta received a crash course in politics, the arts, and military tactics.

    Ever the masterful strategist, Chanakya had a plan: he hoped his pupil could challenge the Nanda dynasty, a government widely perceived as corrupt. Chandragupta proved worthy of his tutor’s confidence, for he soon raised an army. By 322 BCE he overthrew the Nanda, installed himself as ruler of the kingdom of Magadha, and established the Mauryan dynasty.

    Chandragupta next turned to the lands held by the successor-states of Macedon. Although Alexander the Great had perished before Chandragupta’s ascent to the throne, his conquest of the Indus valley needed to be addressed. Chandragupta kept extending his kingdom until he pressed against the newly-formed Seleucid Empire. The Seleucid-Mauryan War, lasting from 305 to 303 BCE, would end with Seleucus ceding Macedon’s Indian satrapies to the Mauryan king. To show there were no hard feelings, and knowing Seleucus cared more about his successor state rivals to his west and south, Chandragupta gifted 500 war elephants to the basileus.

    Chandragupta’s empire extended all the way from modern day Afghanistan to southern India. Yet conquest was not Chandragupta’s only strength. Throughout his reign, Chandragupta proved himself a canny ruler who cared for his people. He built roads, irrigation systems, and expanded trade routes to improve the lives of his people. He was also clever enough to ensure the loyalty of his soldiers by providing them finery and servants in their garrisons.

    Chandragupta met the sage Bhadrabahu near the end of his life, who taught him the precepts of Jainism, a religion promoting spiritual enlightenment and nonviolence through ascetic living. Following this new code, Chandragupta abdicated his throne to his son, Bindusara. He sought enlightenment, going on a pilgrimage to a cave in southern India. There he meditated until his death, fulfilling his ultimate goal of spiritual purity by giving up literally everything—his throne, kingdom, riches, and even food.

    Chandragupta’s death was not the end of his dynasty, though. The Mauryan Empire would last another century. Inspired by his actions, Chandragupta’s successors—especially his grandson, Ashoka—followed his combined examples of expansion and spiritual enlightenment.
     
    UNIQUE LEADER ABILITY: ARTHASHASTRA
    This ancient Sanskrit treatise is often translated as “The science of politics,” Arthashastra covers much more ground. It’s the Indian framework for how to conduct statecraft, but also economic policy and military strategy. Credited to Chanakya – Chandragupta’s mentor – this is a template for the Mauryan dynasty.  Take advantage of these lessons as you declare a War of Territorial Expansion. You will gain Movement and Combat Strength bonuses as you march into battle.

    Chandragupta is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

    https://www.youtube.com/watch?v=tbIfOIdC5fY
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    http://store.steampowered.com/app/645402

    Follow the conversation on social media 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.

    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070
     


    [ 2017-12-27 16:00:03 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Genghis Khan Leads Mongolia



    Genghis Khan once demanded two Tug (“Spirit”) Banners: One made of white horse hide for times of peace, and another of black horse hide for all the other times. Upon his death, his soul was alleged to live on in the black banner. This is how the feared “Universal Ruler” of the Mongol Empire lived – and died.

    At his birth in 1162 CE, legends tell of a boy clenching a blood clot at birth – a sign that he would one day be a great leader. Born Borjigin Temujin (the later translates as “blacksmith”), scholars say he was named after a captured tribal chieftain as a taunt. At 9, he was betrothed to marry Borte, the daughter of the neighboring Konkirat tribe’s chieftain. Within a year, the boy would be ostracized by his tribe, his father assassinated by the Tartars and by 16 he would kill his half-brother. All the while, his mother Hoelun coached Temujin in statesmanship, influencing allies and controlling enemies.

    Temujin began amassing troops in his 20s. It started with his brothers as a fighting unit going on raids of their own. He would gradually build his army until it became a feared 20,000-strong force. Next, he'd go on to defeat the Tartars and exhibit the brutality he would become known for in avenging his father. It didn’t stop there. He ordered the death of every Tartar male above three feet tall.

    By 1206, Temujin united the tribes of the steppes. This is when he received the title 'Genghis Khan'. He then proceeded to issue the Yassa, a collection of divine laws governing everything from property to marriage to civil service designating its execution to his second son, Chagatai.

    The Yassa would do away with the common causes of tribal warfare, banning the kidnapping of wives and doing away with inherited titles. It also granted religious tolerance to his followers (as long as they recognized Genghis Khan as the final authority).

    As he lay dying in his 60s, it has been said that Genghis Khan asked to be buried in secret with his six cats, hoping their purrs would guide him to the afterlife. Legend has it that the funeral escort killed anyone and anything that crossed their path to conceal his final resting place. After the tomb was completed, soldiers had 1,000 horses trample any evidence of his burial site and to this day, it remains hidden. Khan’s black spirit flag continued waving as his third son, Ogedei, would inherit and expand an empire stretching from the Caspian Sea in the west all the way to the East Sea.



    UNIQUE UNIT: KESHIG
    The Mongolian Keshig (loosely translated as “The Favored” or “The Blessed”) were the elite imperial guard of the Great Khan. Split up into daytime (Torguud) and nighttime (Khevtuul) based troops, these mounted warriors were originally comprised of Genghis Khan’s most loyal fighters. The Keshig were well-equipped, using their composite bows and mobility to harry opponents from a distance. As horse archers, they were second to none. The Keshig served as bodyguards and they are the perfect escort for slower-moving civilian and support units – and can get them to travel at a faster movement rate.


     
    UNIQUE IMPROVEMENT: ORDU
    “Ordu” means “palace tent.” However, an ordu was something much more than just a simple tent—it was the center of the tribe for the nomadic Mongolians.

    An ordu served as the mobile headquarters and main encampment for the Khan and his warriors. Though built for travel, it had style, from simple decorations to carefully sewn patterns. The ordu moved with the Khan and his warriors as they went on campaign, ensuring they always felt at home no matter where they traveled. That’s why ordus grant a movement bonus to light and heavy cavalry.

    UNIQUE CIV ABILITY: ÖRTOO
    Because the Mongol hordes were so quick, the messengers had to be even quicker. The Örtoo served as a supply route system widely used by Genghis Khan and the Khans to follow him. These relay stations provided support for messengers to help speed up the delivery of intelligence information. Think of it as a combat-focused trading route, so take advantage of the Örtoo ability to get a boost in Combat Strength and Diplomatic Visibility over your opponents.

    UNIQUE LEADER ABILITY: MONGOL HORDE
    Genghis Khan’s feared Mongol Horde – and his reputation for utterly destroying enemies – made him legend. With Genghis Khan’s unique ability, all Mongolian cavalry class units gain a combat bonus and a chance to capture enemy cavalry class units to further grow his horde.

    Genghis Khan returns in Civilization VI: Rise and Fall. There are a total of nine leaders and eight civilizations coming when the expansion releases on February 8, 2018.

    https://www.youtube.com/watch?v=87mw43o_xp8
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    http://store.steampowered.com/app/645402

    Follow the conversation on social media 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.

    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2017-12-19 16:00:05 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Queen Wilhelmina Leads The Netherlands



    Imagine knowing at four years old that you’re next in line to lead the Dutch. That’s exactly what happened for Queen Wilhelmina, whose rule of the Netherlands began when she turned 18. Queen Wilhelmina saw the dawn of the 20th century, the economic collapse of the 1930s and led through both World Wars.

    Her nearly 58-year reign is often remembered for her role maintaining Dutch neutrality during World War I and inspiring the Dutch resistance during World War II. Queen Victoria of the United Kingdom described the young Wilhelmina as pretty, polite, and intelligent, but Kaiser Wilhelm II of Germany could attest to her wry wit. During a meeting prior to World War I, the Kaiser commented that his guards were “seven feet tall,” while Queen Wilhelmina’s were “only shoulder high.” She elegantly responded, “Quite true, Your Majesty, your guards are seven feet tall, but when we open our dikes, the water is ten feet deep!” The Netherlands maintained neutrality for the duration of World War I thanks to negotiations with the German Emperor—perhaps he remembered her threat. Despite Dutch neutrality, Wilhelmina supported a strong defense policy throughout the Great War.

    The Dutch, well known for their trading, were blockaded by Allied forces by the close of WWI despite their claims of neutrality. Amidst all this, and around the wreckage of the world economy, Wilhelmina’s prudent investments would see her become one of the wealthiest people in the world. At least until Germany invaded the Netherlands on May 10th, 1940.

    Queen Wilhelmina declared a “flaming protest” at the attacks on her territory. She fled the Netherlands, taking refuge in England and sending her family to Canada for the war’s duration. Her departure was a calculated rather than cowardly move— if she remained, her people would assume collaboration. Wilhelmina’s departure declared her resistance. Her government-in-exile remained in London until the war’s end, and she encouraged occupied territories to remain strong on Radio Oranje. Spurred on by her words, the Dutch resistance fought on until her return in 1945. 


     
    UNIQUE UNIT: DE ZEVEN PROVINCIEN
    The Dutch-built De Zeven Provinciën (“The Seven Provinces”)-class ships were not only devastating to enemy ships, but could lay siege to harbor cities. These powerful ships of the line were nearly half the length of a football field (either variety), armed with a minimum of 80 guns spread across two gun decks. They served as the naval backbone of multiple battles in the Anglo-Dutch wars—battles nobody expected a mercantile power to win. Nevertheless, these ships proved the Dutch could hold their own against other (presumably) mightier naval powers.



    UNIQUE IMPROVEMENT: POLDER
    The Dutch are respected not just for their trade empire, but for their ingenuity as well. Polders are low-lying land tracts encircled by dikes. The only way water enters the area is through manually operated devices. They result in land reclamation efforts, creating flood plains separated from the sea and drainable marshes. While there are obvious benefits like extra land to grow food and increased production, Polders also served a military purpose. As Wilhelmina alluded to Kaiser Wilhelm II, opening the sluice gates at high tide and sealing them at low tide created an inaccessible swamp the German army couldn’t cross during WWI.

    UNIQUE CIV ABILITY: GROTE RIVIEREN
    Literally translated – “Great Rivers” refers to waterways that have been a natural dividing line across the Netherlands. These rivers formed the boundaries between states and even served as a way to mark the edges of empires. The navigable rivers and canals built around them were the foundation upon which the Dutch built their culture – and massive mercantile fleets. That’s why the Netherlands gain major adjacency bonuses for Campuses, Theater Squares and Industrial Zones if near a river. 

    UNIQUE LEADER ABILITY: RADIO ORANJE
     Wilhelmina broadcast a voice of resistance for the Dutch during WW II – “Radio Oranje” – inspiring her people from afar. Since the Dutch are world-renown for their trade routes and merchant ships, put them to good use with Wilhelmina’s ability. After establishing trades routes to and from foreign cities, you’ll gain Culture bonuses.

    Wilhelmina is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

    https://www.youtube.com/watch?v=Z8zIF3zb9UM
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    http://store.steampowered.com/app/645402

    Follow the conversation on social media 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.

    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2017-12-12 16:00:27 CET ] [ Original post ]

    Civilization VI: Rise and Fall - Queen Seondeok Leads Korea



    Long before Seondeok was crowned Queen of Silla (now Korea), legends tell of her being incredibly clever. That insightfulness made her a diplomat to be respected and a strategist to be feared.

    With no male successors, Seondeok became the rightful heir after King Jinpyeong’s death in 632. This lead to infighting and some outright rebellions – the notion of having a Queen instead of a King didn’t sit well with some factions.

    One revolt leader claimed that a falling star signaled Seondeok wasn’t fit to lead. That it was a sign of the end of her reign. The Queen’s solution: Fly a burning kite high in the night sky to signal that the star is back in its place.   

    All the while, she still set about major projects to improve the lives of the Sillan people. Welfare policies were put in place to help the most impoverished citizens. She invested heavily in education, allowing knowledge in the arts and sciences to flourish during her rule. Seondeok commissioned the Cheomseongdae, an astronomical observatory to be built in Silla’s capital. It’s no wonder that Seondeok’s big in-game bonus is for science. And while Buddhism was already the state’s religion, she integrated it further into society, refurbished old temples and broke ground on many new ones.

    The Queen did all this during her 15-year reign while also fending off neighboring kingdoms. It was through her ability to balance shrewd diplomacy with threats of force when needed that she even accomplished what some would think impossible: Forging an unlikely alliance with Tang Dynasty China.

    Seondeok not only managed to get China to support Silla militarily, she also rejected stepping down for them to rule in her stead. While she didn’t live to see it, Seondeok put pieces in motion to let Silla thrive by pitting neighboring kingdoms against each other…and getting one step closer to a united Korea.



    UNIQUE DISTRICT: SEOWON
    Replacing the Campus district, the Seowon is home to many academic endeavors. Built into the hills, they functioned as both Confucian shrines and scenic preparatory schools in 16th Century Korea. Seonbi (intellectual aristocracy during the Joseon Dynasty) sympathized with the commoners’ plights and this philosophy found its way into the Seowons – attended largely by aristocratic children. These academies became ideal places to discuss politics and explore new ideas regarding Neo-Confucianism, Korea’s contemporary culture and government.



    UNIQUE UNIT: HWACHA
    The hwacha is an unassuming two-wheeled cart, but this mobile ballista was deadly in the defense of Korea. A hwacha could launch a hundred rocket arrows against distant targets in seconds. Or, with a changeable module, fire off 200 Chongtong bullets.

    Hwachas are considered to have turned the tide of the Imjin War. From 1592 – 1598, hwacha were widely used to aid in repelling Japanese invasions – roughly 50 units deployed in Hanseong (modern day Seoul) and another 80 along the northern borders. The most telling victory came during the Battle of Haengju where Korean soldiers beat back a force ten times its size thanks to 40 hwachas.

    UNIQUE CIV ABILITY: THREE KINGDOMS
    Korea’s unique ability is called “Three Kingdoms” and to make the most of it, be sure to build mines and farms adjacent to a Seowon. Mines receive bonus science and farms will yield bonus food from this placement.

    UNIQUE LEADER ABILITY: HWARANG
    Seondeok improved the lives of her subjects through education. Take advantage of that with Hwarang. It grants players a bonus to both science and culture in all cities with an established governor.

    Seondeok is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases in early 2018.

    https://www.youtube.com/watch?v=n1ZXPdInpfY
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    http://store.steampowered.com/app/645402

    Follow the conversation on social media 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.

    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2017-12-05 16:03:07 CET ] [ Original post ]

    Announcing Civilization VI: Rise and Fall



    Civilizations are not set in stone. You can’t just do all the hard work in the beginning then expect your culture to stand the test of time, unchallenged. It’s not like that in the real world – or in Civilization games. The expansion we’re announcing today, Civilization VI: Rise and Fall, adds new dynamic layers onto the game you’ve already been enjoying. On February 8th 2018, you will lead nations to golden ages. You will watch others buckle under their own weight. You will earn – or lose – the loyalty of your people. The question is, “How will you be remembered?”

    http://store.steampowered.com/app/645402

    I’m Anton Strenger, Lead Designer for Civilization VI: Rise and Fall, and today we’re revealing some of the big changes coming with this huge Civilization VI expansion. The biggest, over-arching goal: dynamic empires. Civilizations will rise and fall through the course of the game (as you probably figured out from the title). Borders will ebb and flow. Cities will change their loyalties.

    As a secondary goal, Civilization VI: Rise and Fall includes more storytelling elements – Historic Moments – that highlight the interesting turning points in your civilizations. These events happen every time you play, making playthroughs unique, while also giving them meaning in the mechanics.

    https://www.youtube.com/watch?v=IOT9T15mkX0
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT


    GOLDEN – AND DARK – AGES ARE COMING
    Golden and Dark Ages are among the new events that can shift the course of your game’s history. They are significant, but temporary, changes to a civilization that last for an Era. They will open up new opportunities for players to change their strategies, and change the state of the game between the player and their rivals. Having a Golden Age affords huge bonuses to Loyalty and other game systems, but makes earning future Golden Ages slightly more difficult.

    Having a Dark Age hurts Loyalty in your cities and makes you vulnerable, but gives you an opportunity to earn a future Golden Age more easily. It also allows the use of special Dark Age policies and opens the door for an even more powerful Heroic Age. Think of it this way: While a Golden Age provides one Dedication bonus (a powerful Golden Age effect), being in a Heroic Age lets the player earn three Dedication bonuses (making it sort of a “triple” Golden Age).

    In the Civilization VI base game, we have the idea of a “player era” – how far a player has advanced on their tech or civics tree. In this expansion, systems are very much tied to the idea of the “game era,” which is determined by individual player advancement and a few other behind-the-scenes adjustments. Think of these game eras like chapters in a book. Each has its own arc, and its own small ending, but leaves you wanting to discover the rest of the story by continuing to the next chapter. When you enter a new game era you may earn a Golden Age or a Dark Age. Which one you get is determined by your Era Score in the previous game era, a score that is increased by fulfilling certain objectives.

    So while your neighbor may have been in a Golden Age last era, they may enter a Dark Age this era, opening up an opportunity for you to change your strategy. The key effect of Golden and Dark Ages: they change the Loyalty of a player’s cities. As Ages change and weak spots are exposed in empires, cities can declare independence and even change hands to new owners.



    EARNING LOYALTY
    The stakes of the new Loyalty system are huge because, at the extremes, it can flip control of entire cities to different players without military force. Low Loyalty in a city puts it at risk of rebelling and becoming a Free City. That, in turn, makes it a juicy target for other players looking to expand their own empire. Keeping your cities loyal not only keeps it on your side, but also emanates its Loyalty as a kind of “peer pressure” to other cities nearby. You could even sway cities from other civilizations to join you.

    In previous Civilization games, there were ways to “Culture Flip” another player’s city without military intervention. We felt it was time to reexamine this non-militaristic way to change borders, and expand territory.

    Loyalty also changes the landscape and strategy around the map as the game continues. What could have been an unchanging border between two civilizations in the base game becomes a contentious battleground of loyalties in the expansion, especially when Golden Ages or Dark Ages are involved.

    Golden Ages and Dark Ages are a kind of loyalty bomb. In the best-case scenarios, triggering a Golden Age makes all of your citizens a little bit more loyal. Also, other cities nearby see the appeal of that civilization and may waver in their Loyalty to their current owner. The quickest and most direct way to boost Loyalty, though, is to send a Governor to the city.

    GOVERNORS RULE
    In previous versions of Civilization, “governor” often referred to the AI behavior you could set for a city to act on your behalf. In this expansion, though, they are the opposite. Sending a Governor to a city is a way for the player to make an active decision about the development of one of their cities, and grow in a specific direction. Much like how districts operate in the base game, Governors are a way to specialize your cities. The difference: Governors have their own set of unique powerful bonuses and can move between controlled cities.

    During a game, players can earn up to seven Governors. Each Governor has a different skill tree of promotions. We bent a lot of existing game rules to give them the power to make a difference in your cities.

    Here’s how it works: You earn points (Governor Titles) through gameplay. Then you must choose whether to spend those points on appointing a new Governor or promoting an existing one. How you choose to manage your Governors will impact your overall strategy. Go wide by covering more cities, or go tall by promoting only a few powerful governors.

    As for the Governors themselves, they have unique personalities – even before you start choosing which ones to upgrade. Some thrive in taking an already established city to the next level, building Wonders and powering up trade routes. Others are more suited to new cities that are constructing their first districts and claiming their first bits of land. One can be a savior during a city siege, and can make or break a city’s defense against a powerful attacking army. Though normally Governors can only work in your own cities, there is one that can be assigned to city-states, affecting the Envoys you have there. That said, none of the Governors are easily distilled into a single function.



    ENHANCING YOUR ALLIANCES
    Alliances within Civilization VI already offered a lot, but this expansion adds more nuance. Alliances in the base game often boiled down to a sort of guarantee that the other player would not interfere with your strategy by attacking you, but only rarely did it offer tangible benefits. So for Civilization: Rise and Fall we added more tangible incentives to Alliances. We’re encouraging players to band together for mutual benefit rather than merely non-interference. We’re also giving players more active and flavorful choices to make. Alliances now have a type – Research, Military, Economic, Cultural, or Religious – that determines their benefits. Moreover, as the Alliance continues, the Alliance itself levels up and unlocks more powerful bonuses. This encourages players to think in the long term and to invest in diplomacy.

    Let me give you an example of how an Alliance can evolve over time, specifically a Research Alliance. At Level 1, both allies receive Science bonuses to their Trade Routes. But as the Alliance develops, powerful and unique effects come into play. At Level 2, both allies still receive their Science bonuses, but also receive 1 Tech Boost at a regular interval. Level 3 is all of the above, plus bonus Science when researching the same Technology, or a Technology your ally had already researched. These alliances are powerful enough that players are restricted to just one Alliance of each type at a time. But you and your Alliance partner can agree to change the type of your Alliance later in the game.

    EMERGENCY SITUATIONS
    Emergencies are new with Civilization VI: Rise and Fall. Most Emergencies get triggered when one player gets a significant lead or advantage in an area. Converting a Holy City to a different religion, or using a nuclear weapon, for example. When triggered, the game determines which other players can join in an Emergency against the target and each player can choose to join or pass. Joining can give permanent benefits, but only if the players are able to complete an Emergency-specific objective against the target in time, otherwise the target gets a benefit instead.

    They are a sort of checks-and-balances system. You see, there is a delicate balance to strike – making the game more dynamic and also ensuring it stays fair for players who have developed a strong lead. We’re adding challenges to players who’d get so far ahead of others that the game stagnated towards victory for them. We also did not want to artificially rubberband them down. Emergencies become a great way to attack this game-pacing problem. It also reveals the dynamic world stage for players that have more isolationist play styles. As Emergencies come up, they can be involved with them one way or another.

    RETELLING YOUR HISTORY
    Fans of Civilization know that each game plays out in its own way, with its own unique story. With Civilization VI: Rise and Fall, we are bringing that story into the spotlight by adding more ways to track the progress of a player’s civilization than ever before.

    So as players progress in Civilization: Rise and Fall, they earn Historic Moments. These are mini-achievements for doing cool things in the world (and there are over 100 of them in the game right now). They include things like circumnavigating the world, training your unique unit, founding a religion, and building districts with high adjacency bonuses. Many grant an even bigger bonus if you’re the “world’s first” civilization to make the achievement. These Historic Moments, taken together, form a story for your game with unique details tailored to your empire.

    Historic Moments are represented two ways. First, they increase your Era Score, helping you achieve a Golden Age. Second, they are added to your Timeline, which is a place in the UI that displays all your accomplishments in a game. This Timeline has tons of custom illustrations for each different moment, and is a very cool representation of your empire’s history during your unique game. On a more practical note, it is also a useful way to remind yourself of what you have been up to if you return to a saved game after a few days away. Ultimately, the Timeline is a way to illustrate your story.



    NEW CIVILIZATIONS, NEW LEADERS
    People often ask how we select new leaders and civilizations to include in expansions – and we have nine new leaders and eight new civilizations which will be revealed over the coming weeks with Civilization: Rise and Fall. Well, it is a collaborative process that involves the whole team from art and design to production and even our legal department. We also ask ourselves some core questions as we select potential leaders:

    “Is this region of the world represented?”
    “Is this time in history represented?”
    “Is this represented/revered in previous Civilization games or totally new?”

    We strive to have a diverse and varied selection of leaders, and it is also very important to us to include female leaders. Women are often underrepresented in traditional historical accounts, and recent scholarship has revealed more and more the fascinating and powerful women that lived between the lines of history textbooks. We also look for leaders whose history makes them particularly well-suited for a bonus related to new expansion systems.

    As for balancing and trying to minimize power creep among those new leaders, we take a holistic look at the state of the game and how our leaders, new and old, stack up in it. Our QA department regularly gives us their evaluations of who is on top and who is on bottom, in their estimations of strength. We look at fan evaluations and rankings in this process, as well. We are not afraid to go back to leaders we have already finalized and rework their bonus entirely – so keep telling us what you think about leaders. We are always listening.

    This is just the start of what’s coming in Civilization VI: Rise and Fall. We have lots more to share before this expansion releases on February 8, 2018 that we can’t wait to tell you about – starting with all the new leaders and civilizations you’ll get to rule.

    Follow the conversation on social media 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.

    Social Links:
    https://www.facebook.com/civ/
    https://twitter.com/civgame
    https://www.instagram.com/civgame/
    http://2kgam.es/CivilizationYT
    http://steamcommunity.com/app/289070


    [ 2017-11-28 19:45:02 CET ] [ Original post ]

    Midweek Madness - Sid Meier s Civilization VI, 50% Off

    Save 50% on Sid Meier’s Civilization® VI during this week's Midweek Madness*!

    Also, the Sid Meier’s Civilization® VI: Rise and Fall expansion is now available to Pre-Purchase!

    *Offer ends Thursday at 4PM Pacific Time


    [ 2017-11-28 18:58:00 CET ] [ Original post ]

    Civilization VI Update Available Now

    An update for Civilization VI is available now for PC players and coming soon for Mac and Linux. This update is an improvement to start location issues including civilizations and city-states spawning too close together, as well as starting in severely disadvantaged areas. We will continue to monitor community feedback as we support Civilization VI.

    *We have received reports that some players are still experiencing start location issues. We appreciate your feedback and are currently investigating this for future updates. If you are experiencing this issue, please contact us at https://support.2k.com/.


    [ 2017-11-16 00:46:02 CET ] [ Original post ]

    Civilization VI 'Fall 2017 Update' Available Now


    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:

    http://store.steampowered.com/app/645401/Civilization_VI__Khmer_and_Indonesia_Civilization__Scenario_Pack/  
    [NEW]

    • Khmer
      • Civ Unique Ability: Grand Barays - Farms provide +2 Food if adjacent to an Aqueduct. +3 Faith and +1 Amenity to each city with an Aqueduct.
      • Jayavarman VII Unique Ability: Monasteries of the King - Holy Sites provide +2 Food and +1 Housing if placed on a river. Holy Sites provide a culture bomb.
      • Domrey: Unlocks with Military Engineering technology. Unique Medieval era siege unit. Can move and shoot in the same turn and exerts zone of control.
      • Prasat: Same yield as Temple. Missionaries purchased in this city receive the Martyr promotion. +1 Relic slot.
    • Indonesia
      • Civ Unique Ability: Great Nusantara - Minor Adjacency for Coastal tiles to Holy Site, Campus, Industrial Zone, and Theater Square. +1 Amenity to each Entertainment Complex adjacent to a coastal tile.
      • Gitarja Unique Ability: Exalted Goddess of the Three Worlds - Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast.
      • Jong: Replaces Frigate. Unlocks with Mercenaries civic. +1 Movement.  All units in formation inherit movement speed. +5 to combat when in a formation.
      • Kampung: Unique improvement placed on Coastal tiles that are adjacent to a sea resource. +1 Housing. +1 Production. +1 Food for each adjacent Fishing Boat. More Housing, Production, and Tourism as you advance through the game.
    • Angkor Wat Wonder
      • +1 Population in all Current Cities when built. +1 Housing in all cities. Must be built adjacent to an Aqueduct district.
    • Ha Long Bay Natural Wonder
      • Two tile natural wonder that can be found on coastal terrain and provides +3 Food, +1 Production, and +1 Culture. +15 Combat Strength when defending in this tile.
    • ‘Path to Nirvana’ Scenario
      • The lands around the Indian Ocean flourish with many religions and many people. Heaven has chosen you to bring the light to all these lands. Is your faith up to the challenge? Can you convince the people of Southeast Asia to follow your religion? In this 50 turn scenario, compete to have the most followers of your religion, the most faith per turn, and the most foreign cities following your religion.

     

    [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

     

    Follow the conversation on social media 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.

             


    [ 2017-10-19 19:27:34 CET ] [ Original post ]

    CIVILIZATION VI: GITARJA LEADS INDONESIA


    Dyah Gitarja went from being a princess locked in a tower to the warrior-queen regent of a 14th Century spice empire, the kingdom of Majapahit (located in modern day Indonesia). It all started with an assassination.

    As the Duchess of Kahuripan, she lived a sheltered life. As described in the epic poem 'Nagarakretagama,’ though, Gitarja’s ascent began with the murder of her half-brother, King Jayanagara in 1328. She then came to power by order of her mother the following year. Gitarja wound up ruling with the help of her spouse, Kritavardhana, during a time of chaos and open revolt.

    With the help of Gajah Mada, a long-trusted advisor, she began a campaign to quell rebellions and push a massive expansion of the Majapahit Empire. Legend tells us that Gitarja even rode into battle alongside her cousin, Malayapuran king Adityawarman. Ultimately, she is remembered for expanding the boundaries of her empire to include the kingdoms of Pejeng, Dalem, Debahulu and the island of Bali while helping stabilize the kingdom.

    https://youtu.be/_WQmeLQ_wc8
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    UNIQUE UNIT: JONG

    Massive jong ships, the schooner of the Majapahit fleet, dominated the Southeast Asian seas. While primarily a merchant ship and military transport, jongs were built to withstand incoming cannon fire and return the favor with its own ordinance. And, with the addition of a second rudder, a 600-ton jong was fast, yet easy to control.


    UNIQUE IMPROVEMENT: KAMPUNG

    In the densely-packed islands of Southeast Asia, local rulers needed to house people while also keeping them safe from floods and wildlife. These tightly-clustered communities of houses on stilts – or kampung – were the answer.

    In fact, foreign visitors were so impressed by the efficiency of Indonesian and Malay kampungs with their high-population density that they adopted the term in the English ‘compound.’


    CIV UNIQUE ABILITY: “GREAT NUSANTARA”

    “Nusantara” is a contemporary term for the Indonesian archipelago, but for some time had been credited to Gitarja’s advisor – Gajah Mada. In an oath known as Sumpah Palapa, he vowed not to eat any food containing spices until he had conquered all of Nusantara under the glory of Majapahit. As a coastal civilization, it only makes sense Indonesian Coastal Tiles provide adjacency bonuses for certain districts. Complexes give an extra Amenity if they are adjacent to a non-lake Coastal Tile.

    LEADER UNIQUE ABILITY: “EXALTED GODDESS OF THE THREE WORLDS”

    The Majapahit kingdom expanded on the strength of its naval might, buoyed by the spice trade and spreading the beliefs of the Buddhist-Hindu kingdom. 

    The “Exalted Goddess of the Three Worlds” ability grants bonus Faith to coastal cities. This allows Gitarja to purchase Naval units with Faith at a discount, as well as eliminating movement cost for Religious unit to embark or disembark.

    Anyone who purchased the Digital Deluxe Edition of Civilization VI will receive this leader – and the DLC pack – automatically when it goes live.

    Follow the conversation on social media 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.

             


    [ 2017-10-17 16:01:12 CET ] [ Original post ]

    CIVILIZATION VI: JAYAVARMAN VII LEADS KHMER



    Much of that we know about King Jayavarman VII comes from inscriptions on the temple at Räjavihära (now Ta Prohm). These inscriptions offer a rich, yet still incomplete history of this beloved king of the Khmer Empire.

    Rising to power during a period of crisis for the Khmer, Jayavarman was a military leader. By 1181, Jayavarman VII had repelled Cham invaders to the north and when hostilities died down, he crowned himself king. But instead of turning outward and seeking to aggressively expand, he focused on his people.

    King Jayavarman VII saw himself as a warrior for his subjects. As a result, his rule was marked by its tolerance and his drive to create a place of safety and paradise for his subjects.

    He went on to make Mahayana Buddhism the state religion, breaking with 400 years of Khmer Hinduism. And to mark the occasion, he would initiate an era of unprecedented construction and infrastructure creation. Among the improvements made on his watch: numerous temples, 102 hospitals, stone-paved highways out of reach of flood waters, the 54 towers at Bayon, and extensive irrigation projects. Another documented project was the construction of rest houses every 15 km throughout the kingdom.

    King Jayavarman VII and his people-driven reign remains fondly remembered in Cambodia, where he figured prominently in state-produced education materials well into the 20th century.

    https://youtu.be/POvyttyA8EU
    SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

    UNIQUE UNIT: THE DOMREY

    Khmer employed war elephants in their military campaigns. Once docile farming animals, Domrey were 12,000 pounds of might used to break enemy lines and stampede through enemy forces. Usually, Khmer riders would use the precision of double crossbows to supplement the raw power of their elephants; however, the Domrey variant here adds the sheer force of a mounted ballista, making it more mobile (and more deadly) than a traditional catapult.


    UNIQUE IMPROVEMENT: THE PRASAT

    These holy sites at the center of Khmer worship would serve as both symbols of their warrior-kings’ piety and their engineers' brilliance. The earliest Khmer temple on record is Prasat Ak Yom (c. 800), its design reflecting the South Indian tradition of 'ratha'-style temples, towering edifices terminating in a crown at the top. Of course, the Khmer would add their own flourish, adding prangs, or towers to the structures. 


    LEADER UNIQUE ABILITY: “MONASTARIES OF THE KING”
    With Jayavaraman VII’s pious devotion, it makes sense that his unique ability, “Monasteries of the King,” would highlight his religious reform. Playing as Jayavaraman VII, you can grab adjacent territory when you complete your Holy Sites, which also provide additional Food and Housing when built on a river.

    CIV UNIQUE ABILITY: “GRAND BARAYS”
     
    The “Grand Barays” ability focuses on Jayavaraman VII’s devotion to providing infrastructure to his people. This ability increases Khmer’s food yield when Farms are built next to Aqueducts, and makes Aqueducts far more versatile by granting bonuses to Faith and an Amenity.

    Anyone who purchased the Digital Deluxe Edition of Civilization VI will receive this leader – and the DLC pack – automatically when it goes live.

    Follow the conversation on social media 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.

     
             


    [ 2017-10-16 16:00:16 CET ] [ Original post ]

    Religion Gets a Reboot in the Civilization VI ‘Fall 2017 Update’


    The “Fall 2017 Update” brings some major changes. The biggest: An update to the Religion system is coming to Civilization VI. I’m Sarah Darney with the dev team, and here’s a quick heads up on some of what you can expect.

    ROUNDING OUT RELIGION
    Religion gets fleshed out with new beliefs and religious units. Two new Pantheons will be get introduced into the game, 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.

    We also heard your requests for a deeper overall experience – and took that to heart with revamped religious combat.  Religious units can now exert Zone of Control and receive Flank and Support bonuses in religious combat. Meanwhile, the Guru religious support unit can heal nearby religious units.

    Finally, the Religion Lens has been overhauled to improve overall usability and readability. You’ll also find UI touches, such as religion indicators on unit flags, to remove all guesswork on where a unit’s allegiance lies.

    MORE UI, BALANCE AND AI TWEAKS COMING
    There are also a good number of UI, AI, and balance enhancements coming with the “Fall 2017 Update.” Here are some of the stand-out improvements.

    The oceans are safe no longer, as the AI players have increased their building of naval units, as well as fleets and armadas. Additionally, they are better at healing and protecting their naval units. Brace for coastal assaults! With the upcoming addition of one of our new civs, this change is especially exciting.

    We’re removing the least useful Gossip messages, which means you will now receive the most important news about what other players are up to, and you won’t have to search through all of the world’s happenings to get to it.

    Finally, you’ll notice overall changes to the UI, including an update to the Diplomacy screens to ensure all information is clear and easy to find. Beyond this, the Great People art has been updated to feel more “great” and make this screen easier to navigate; Capital icons now show on city banners in the Espionage Mission selection menu, and many smaller changes have been made to the menus to make screens more moddable and extensible.

    More changes are coming soon with the “Fall 2017 Update” and we’ll give you a full breakdown of everything going into it when it’s live. Follow the conversation on social media 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.

             


    [ 2017-10-10 18:55:56 CET ] [ Original post ]

    Civilization VI 'Summer 2017 Update' Available Now


    The Summer 2017 update for Civilization VI is available now for PC players and coming soon for Mac and Linux. There’s one new feature, in particular, that a number of you have been asking for: A restart button to regenerate the map using your current game settings, and the ability to save game configuration settings for future games. In addition, there are balance changes to District costs, some civ-specific adjustments, and a warning when your cities can bombard nearby enemy units.

    A complete list of the changes is below:

    [NEW]

    Nubia


    • Civ Unique Ability: +50% Production toward Ranged units. All Ranged units earn promotions 50% faster. Mines over strategic resources are +1 Production. Mines over bonus and luxury resources are +2 Gold.
    • Queen Amanitore Unique Ability: Kandake of Meroë - +20% Production on all districts rising to +40% if the city contains a Nubian Pyramid adjacent to the City Center.
    • Pitati Archer: Replaces the Archer. Stronger than the Archer with +1 Movement.
    • Nubian Pyramid: Improvement. +1 Faith. Receives additional yields from adjacent districts. +1 Food if adjacent to a city center. For all other districts that award adjacency bonuses: +1 of the appropriate yield if that district is adjacent. Desert, Desert Hills, Floodplains.
      Jebel Barkal Wonder
    • Unlocked at Iron Working. Awards 2 free Iron and +4 Faith to Cities within 6 tiles.
      ‘Gifts of the Nile’ Scenario
      The Nile River is the life-blood of not one ancient civilization, but two: Egypt and Nubia. Although these neighbors and trade partners shared a common river valley and supreme deity (Amun) they were often in direct competition if not outright war. In this head-to-head competitive scenario, you will take the role of one of these powers to see who can truly become the most worthy disciple of the great god Amun by being the first player to create 7 Temples in his honor.
    • Added Restart button to regenerate the map
    • Added the saving of game setup configurations to reuse when starting future games

      http://store.steampowered.com/app/645400

      WATCH our First Look video on Nubia below:
      https://youtu.be/lmYH3G0DIUQ
      SUBSCRIBE to Civilization on YouTube ➜ http://2kgam.es/CivilizationYT

    [GENERAL BALANCE CHANGES]


    • Reduced the cost of the Aqueduct by 30%, and Sewers by 50%
    • Reduced cost of all other districts by 10%
    • Increased the discount for districts you have less of from 25% to 40%
      Increased costs of district buildings by 10% (except Aerodrome buildings), and increased per settler cost bump by 50%
    • Reduced cost of all spies by 25%
    • The Hanging Gardens now provides +2 Housing in city it is built
    • Walls now provide Tourism, and do not have Maintenance
    • Battering Ram and Siege Tower now upgrade to the Medic support unit, and no longer are functional against a city with Urban Defenses
    • Gave St George an additional Charge
    • Updated Monarchy's Medieval Wall bonus to: "+50% Production toward defensive buildings. +1 Housing for each level of wall."
    • Proselytizer Apostle Promotion only evicts 75% of existing pressure of other religions, not 100%.
    • Press Gangs will now unlock with Exploration and Native Conquest with Colonialism.
    • Increased Anti-Air strength values by 5 across the board. Increased Destroyer AA strength to match other units of the same era.
    • Balance Change to Archer (cost +10) and Maryannu Chariot Archer (cost -20, combat +2, ranged strength +2)
    • Increased cost to repair city outer defenses
    • Moved “Urban Defenses” from Civil Engineering to Steel

    [CIV & LEADER SPECIFIC BALANCE CHANGES]


      Norway
    • Thunderbolt of the North gains +50% production of naval melee units
    • Stave Church gains +1 Production for all Coastal resources in the city

      Spain
    • Treasure Fleet civ ability has its gold for intercontinental trade boosted from +4 to +6.
    • Mission: increase from +1 Science to +2 Science if next to a Campus.

    • Scythia’s heal down from 50 to 30.
    • Kongo: 50% more Great People points rather than double.
    • Greece: Award an envoy whenever they complete an Acropolis.
    • France: Catherine’s Flying Squadron now awards a free Spy when the extra capacity is earned at Castles. All spies start as Agents with a free promotion.

    [MAP GENERATION]


    • Aluminum may now appear on Plains
    • Increased Lake generation
    • Updated Bonus and Strategic Sea resource generation
    • Fixed river generation on Inland Sea maps

    [UI ENHANCEMENTS]


    • Combat Preview UI has received multiple improvements
    • The Civilopedia now shows the number of spies/envoys granted by a civic
    • Multi-turn unit movement paths shown when unit reselected
    • Add Relationships tab to city state Intel Reports which displays that city state's at war status with other civs and city states
    • A popup box is now used to modify deal item values
    • Added leader dialog for Gifts and Demands
    • Scenarios no longer display extraneous UI screens
    • Reports now displays great works, adjacency, and districts information
    • Trade Route chooser automatically selects previously completed trade route
    • Additional improvements to the Trade Route chooser
    • Added a turn blocker notification when city ranged attack is available
    • Tech and Civic Boosts now additionally appear in the notification panel above the turn advancer.
    • A Toggle Strategic View keybinding has been added

    [DIPLOMACY ENHANCEMENTS]

    • Added tooltips explaining why you can or cannot declare each kind of war or undertake another diplomatic action.
    • “Are you sure you want to denounce?” confirmation added
    • Liberation changes:
      - Liberating cities can now occur even if you got the city in a deal (peace deals are the most common case of this).
      - A case where the Persian player didn't see "(cede)" or "(return)" besides cities on the peace deal screen has been fixed.
      - When you liberate a city-state your military units are only kicked back from the first ring of hexes around the city; you aren't ejected from their territory entirely.

    [AI TUNING]

    • Improved AI ability to move great works around to get theming
    • AI will now better handle air attacks
      - Bombers will attack Districts, Improvements, and then Units in that preference
      - Fighters will prefer to attack other air units
    • Improved desire to pillage cities
    • Improved city planning with regard to adjacency bonuses
    • During city attacks, concentrate unit attacks on more threatening units rather than spreading out
    • Fixed a bug that resulted in the AI overestimating the value of demand tribute
    • Adjust AI acceptance of embassies to be a bit more like what they already do for delegations
    • Specifically, they probably will reject it if they're unfriendly, will accept at neutral unless they have any other reason against it (close balance) and will generally accept it at friendly unless they have a strong reason against.
    • In evaluating deals, the AI will mark elements that are unacceptable at any price, and expose that to the player
    • Improve ability to utilize city-states, beyond just suzerainty
    • As a player approaches victory, AI will become less friendly and more aggressive

    [MULTIPLAYER]

    • Improved stability after receiving a multiplayer join error
    • Fixed unnecessary host migration when exiting a LAN game
    • Fixed an occasional hang during wars in dynamic turn mode
    • Miscellaneous UI fixes and stability improvements

    [BUG FIXES]

    • Fixed an issue where plot tooltips would show when we didn’t want them to
    • Fixed multiple issues with Air combat
    • City Banners were not reacting to population changed events
    • Barbarian camp art will now update as the game progresses into later eras
    • Fixed an issue where pillaged improvements lost their pantheon bonuses forever
    • District repair costs now computed properly based on both game speed and start era. Will always be 25% of the cost of creating a new district of that type.
    • Correct Alexander’s “To the World’s End” healing ability so it only triggers if the city has a COMPLETED wonder in it.
    • Wonders should always be repairable after they have been hit by a nuclear blast
    • Fixed issues with Reports screen totals not adding correctly
    • Additional bug fixes.

    [MISC]

    • Added new visualization for desert mountains


    Follow the conversation on social media 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.

             


    [ 2017-07-27 20:41:56 CET ] [ Original post ]

    CIVILIZATION VI: Kandake Amanitore Rules Nubia


    Amanitore, a Nubian Kandake (queen), was one of the last great builders within the Kushitic Kingdom of . She ruled an area between the Nile and Atbara rivers.

    https://youtu.be/lmYH3G0DIUQ
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    Many Kandake are described as warrior queens who led forces into battle, but references to Amanitore also point to an unprecedented time of growth through building.  The sheer number of structures completed during her reign – the middle part of the first century – suggest this was a very prosperous time for the kingdom.

    Amanitore was involved in restoring the large temple for 
    Amun at Meroë and the Amun temple at Napata after it was destroyed by the Romans. Water retention reservoirs were erected at Meroë during her reign. Amun temples at Naqa and Amara were also built at this time.

     
    UNIQUE UNIT: Pítati
    Nubian warriors were widely respected as master archers (Pítati). In fact, the ancient Egyptian term for Nubia was “Ta-Seti,” which meant “Land of the Bow.” The Pítati were even used as mercenaries by neighboring kingdoms. The first recorded use of Nubian Pítati was by Weni of the Sixth Dynasty of Egypt during the Old Kingdom of Egypt, about 2300 BC. The Pítati replaces the Ancient Era Archer for Nubia. It is stronger and faster than the ancient Archer and upgrades to Crossbowman.


    UNIQUE IMPROVEMENT: Nubian Pyramid
    More than 200 Nubian Pyramids were built between 300 B.C. and A.D. 350. The Nubian Pyramid differs greatly from neighboring Egyptian edifices in that they are typically narrower at the base (measuring 26 feet, at most) and rise at a steeper angle (roughly 70 degrees) rising approximately 20-98 feet in height. An Egyptian Pyramid, by comparison, had foundations at least five times larger at 40-50 degree angles.

    A Nubian Pyramid can be built on Desert, Desert Hills or in Floodplains regions. They provide Faith, as well as additional yields based on the adjacent District, or Food for the City Center.


    SCENARIO: “The Gift of the Nile”
    Nubia lies in modern-day Sudan, south of Egypt. So, for the new “Gifts of the Nile” Scenario, you lead either Nubia or Egypt to see who will control the Nile River. The winner is the first civilization to complete seven Temples dedicated to Amun in this 125-turn scenario.

    Follow the conversation on social media 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.

             


    [ 2017-07-25 16:00:06 CET ] [ Original post ]

    Sid Meier s Civilization VI - On Sale Now, 33% off!

    Sid Meier ™s Civilization ® VI is on sale now at 33% off*!

    * Offer ends Thursday, May 11th.


    [ 2017-05-04 20:09:00 CET ] [ Original post ]

    New Content Coming to Civilization VI Digital Deluxe Edition


    2K and Firaxis are excited to announce the inclusion of all-new content for the Civilization VI Digital Deluxe edition, enhancing its value to deliver both strong savings and countless turns for fans of the award-winning Sid Meier’s Civilization franchise.

    It’s important to us that wherever Civilization fans live around the world, that the Digital Deluxe edition provides a great value. We saw that prices with certain currencies didn’t live up to the savings we’re looking to deliver, and so we are excited to offer this new content at no additional charge to those who purchase, or already own, the Civilization VI Digital Deluxe edition.

    In the coming months, we’ll be releasing two additional Civilization & Scenario Packs for Civilization VI that will introduce three new leaders representing civilizations from Africa and Southeast Asia. This content will appear automatically for purchasers of the Civilization VI Digital Deluxe edition upon release.

    Follow the conversation on social media 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.

             


    [ 2017-05-04 19:00:05 CET ] [ Original post ]

    Sid Meier’s Civilization® VI: ‘Spring 2017 Update’ is Live on Mac and Linux Steam!



    The next update in the award-winning Sid Meier’s Civilization franchise is live for Mac and Linux on Steam! This update includes a number of balance changes, AI adjustments, multiplayer changes, and bug fixes. There is also a new premium DLC available for purchase!

    Persia and Macedon Civilization & Scenario Pack

    Persia, led by Cyrus, is perfect for players who want to build a rich empire, and who aren’t afraid to launch a sudden, unexpected military strike. Macedon, led by Alexander the Great, is a powerhouse conquering civ, with special units and abilities that let Macedon bring the world under its control from early in the game.

    The DLC pack also includes two new Wonders and a new Scenario: The Conquests of Alexander. Can you conquer the known world before your time runs out?

    For the full set of changes to the Steam Mac/Linux version, see below:

    Civilization VI Mac/Linux – 1.0.0.129

    [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.

    • Added text labels differentiating Official and Community content in the Lobby
    screen.

    [ADDITONAL CONTENT]

    • Fixed issues in the Additional Content menu with mods that contained very long strings.

    • The "ImportFiles" modding action now works as a Frontend action.

    • The "UpdateIcons" action now supports SQL files in addition to XML files.

    • Multiple files can now be specified in the "AddGameplayScripts" Ingame action.

    • Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.

    • The localization database is now written out to the cache folder.


    [ 2017-04-21 20:08:35 CET ] [ Original post ]

    Civilization VI ‘Spring 2017 Update’ Now Live


    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.


    Persia and Macedon Civilization & Scenario Pack
    Get ready to rule the classical world with two new civs for Civilization VI!
    Persia, led by Cyrus, is perfect for players who want to build a rich empire, and who aren’t afraid to launch a sudden, unexpected military strike. Macedon, led by Alexander the Great, is a powerhouse conquering civ, with special units and abilities that let Macedon bring the world under its control from early in the game. The DLC pack also includes two new Wonders, and a new Scenario: The Conquests of Alexander. Can you conquer the known world before your time runs out?

    The Persia and Macedon Civilization & Scenario Pack is available now for PC players and coming soon for Mac and Linux. Anyone who purchased the Digital Deluxe Edition of Civilization VI will receive this DLC pack automatically.

    o Persia
    - Civ Unique Ability: +1 Trade Route capacity when Political Philosophy developed. Receive +2 Gold and +1 Culture for routes between your own cities. Roads in your territory enhance movement as if one level more advanced.
    - Cyrus Unique Ability: +2 Movement for the first 10 turns after declaring a Surprise War. No penalties to yields in occupied cities. Declaring a Surprise War only counts as a Formal War for the purpose of warmongering and war weariness.
    - Immortal: Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
    - Pairidaeza: Improvement. Unlocked at State Workforce. Cannot be built adjacent to another Pairidaeza. Provides +2 Gold +1 Culture; +1 Gold for each adjacent City Center and Commercial Hub; +1 Culture for each adjacent Theater and Holy Site. +2 Appeal. +1 Culture at Rapid Deployment. Culture into Tourism at Flight.

    WATCH: Civilization VI - First Look: Persia
    https://www.youtube.com/watch?v=UIhkrcFIVow&t=3s
    o Macedon
    - Civ Unique Ability: Receive boosts upon city conquest: a Eureka for each Encampment or Campus in the conquered city and an Inspiration for each Holy Site or Theater Square.
    - Alexander Unique Ability: ”To the World’s End.” Cities do not incur war weariness. All military units heal completely when this player captures a city with a world wonder.
    - Hetairoi: Macedonian unique heavy cavalry unit that replaces the Horseman. Additional +5 Combat Strength when adjacent to a Great General. +5 Great General points when killing an enemy unit. Starts with 1 free Promotion.
    - Hypaspist: Macedonian unique melee unit that replaces the Swordsman. +5 Combat Strength when besieging districts. 50% Additional Support Bonus.
    - Basilikoi Paides: Replaces the Barracks and unlocked at Iron Working. +25%XP per combat for Melee/Ranged/Anti-Cav class units/Hetairoi; +1 GPP (Great General). 1 specialist slot (Commander). +1 Housing. +1 Production; +25% of Units Production Cost Turns into Science when the Unit is completed.

    WATCH: Civilization VI - First Look: Macedon
    https://www.youtube.com/watch?v=hUUMqYSHG2k&t=5s

    o Apadana Wonder
    - +2 Envoy each time you build a wonder including this one in this city. Awards two Great Work slots.

    o Mausoleum at Halicarnassus
    - All Great Admirals can use their retirement bonus twice. All Great Engineers have +1 Charge. Awards a free Great Admiral.

    o ‘Conquests of Alexander’ Scenario
    - In this timed single-player scenario, you must rush to expand your empire to truly earn the title of "Alexander the Great." This scenario emphasizes combat, territorial expansion, and calculated use of the Great Generals who will fight by your side. To win, conquer every city on the map within a number of turns determined by your difficulty level. Don’t lose your Great General Alexander the Great, or you will lose immediately!

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2017-03-28 17:33:20 CET ] [ Original post ]

    Civilization VI ‘Spring 2017’ Update – patch notes

    The ‘Spring 2017’ update for Civilization VI will be coming this week to PC and coming soon for Mac and Linux.

    This update will include 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 will now be 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:
      • 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

      • 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).
      • 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:
      • 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.

      • 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
      • Fixed issues in the Additional Content menu with mods that contained very long strings.
      • The "ImportFiles" modding action now works as a Frontend action.
      • The "UpdateIcons" action now supports SQL files in addition to XML files.
      • Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
      • Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
      • The localization database is now written out to the cache folder.


  • Development Tools
    • The SDK launcher will now close after the user has clicked on an application to launch.
    • ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
    • Added SQL syntax coloring to ModBuddy.


  • [ 2017-03-27 21:37:15 CET ] [ Original post ]

    Civilization VI: Alexander the Great Leads Macedon


    Alexander the Great, born in 356 BC, was a king of the ancient Greek kingdom of Macedon and one of the greatest conquerors the world has ever known. Alexander’s military campaign stretched from Greece on through Asia and northeast Africa, subsequently overthrowing Persian king Darius III and dispatching the Persian Empire in its entirety – all before his 30th birthday.

    While undefeated in battle, Alexander met his end during his decade-long campaign. After pushing his war-weary and homesick soldiers into India in 326 BC, they implored him to turn back and he acquiesced, passing away three years later in the city he had planned to make the capital of his empire: Babylon.

    Alexander’s tactics are taught in modern military academies to this day, and he is considered one of the greatest military commanders and most influential human beings to have ever lived.



    Unique Unit: The Hypaspist

    The Hypaspists, shield-bearing soldiers wielding a long spear and short sword, were among Macedon’s soldier elite. Similar to Hoplites, these units were differentiated by their more ornate equipment and were usually positioned on the flanks of the phalanx – a singular group of soldiers moving in close shoulder-to-shoulder formation. The Hypaspists’ job was to guard the flanks of the pikemen comprising the majority of the phalanx, as these pikemen wielded massive spears between 18-22 feet long and were quite vulnerable to attacks from the side.



    Unique Unit: The Hetairoi

    The Hetairoi, Alexander’s unique replacement for the Horseman, is a fast Heavy Cavalry unit widely considered the greatest cavalry of the ancient world. Additionally, the Hetairoi are widely recognized as the world’s first shock troops – a military unit designed to penetrate enemy defenses and attack vulnerable rear flanks. Chosen Hetaroi were elevated to the status of elite guard for the king, and would ride atop only the best horses.



    Unique Building: Basilikoi Paides

    Throughout Macedon’s conquests, often young boys would be taken as political hostages and raised as Macedonians. These boys, along with Macedon’s noble sons, received education and training at the Basilikoi Paides, which is roughly translated as “royal page school.” No expense was spared in securing the best tutors for the Basilikoi Paides, where boys were taught to serve, honor and protect the king, and to serve Macedon’s interests above all else.

    https://youtu.be/hUUMqYSHG2k
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    Follow the conversation on social media 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.

             


    [ 2017-03-22 15:00:41 CET ] [ Original post ]

    Civilization VI: Cyrus II Leads Persia


    Cyrus II of Persia, more commonly known as Cyrus the Great, founded the Achaemenid (Persian) Empire. Prior to the conquests of Alexander the Great, the Persian Empire was the largest the world had ever seen.

    He built his empire through a series of brilliant military campaigns, starting with the surprise invasion of his Median grandfather, Astyages, followed by conquest of the lands of the Lydians, Elamites, Babylonians, Syria, Judea, and Patrea, after which he felt comfortable enough to declare himself “King of the Four Corners of the World.”

    Although he has something of a reputation for ruthlessness, even by the standard of the ancient world (some of his conquests had been against one-time allies or distant family), Cyrus was also known for respecting the customs and religions of the lands he conquered. His call for the repatriation of Jewish people following his conquest of the Babylonian Empire is easily one of the more famous examples of this.

    His death is given in a story by Herodotus at the hands of Tomyris of Scythia, so you may want to go back and check out our entry on the Scythian queen to refresh your memory.


    Unique Unit: The Immortal

    Persia’s elite heavy foot soldier, the Immortal, served as both guard of sovereign and state. It is said that Persia’s army consisted of 10,000 Immortals, and that each Immortal was equipped with both long-range and short-range armaments.


    Unique Improvement: The Pairidaeza

    The Pairidaeza, or Persian Gardens, are closed collections of exquisite foliage meant to convey the feeling of paradise on Earth. Persian Gardens are represented throughout Persian literature and culture as places of relaxation, both in the sense of leisure and spirituality.

    https://youtu.be/UIhkrcFIVow
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    Follow the conversation on social media 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.
             


    [ 2017-03-21 15:01:16 CET ] [ Original post ]

    Double Civilization Scenario Pack Coming Soon to Sid Meier’s Civilization VI


    We’ve got two new civs coming soon for Civilization VI! The first is Persia, led by Cyrus, and you can check it out here. Persia is a civ perfect for the player who wants to build a rich empire, but isn’t afraid to launch a sudden, unexpected military strike. This DLC pack will be unlocked automatically for everyone who purchased the Digital Deluxe Edition of Civilization VI.

    In addition, the Spring 2017 update to Civilization VI will come with balance changes, multiplayer changes, and bug fixes for everyone who owns the game!

    Stay tuned as we share more details on the upcoming Double Civilization & Scenario Pack and the upcoming update!

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2017-03-21 15:00:46 CET ] [ Original post ]

    Civilization VI Demo Available Now on PC


    We’ve released a free demo today for Civilization VI, available to download for all PC Steam users. To download the demo, simply head on over to the Civilization VI Steam page and click the “Download PC Demo” button on the right.

    Watch the First Look video for China:
    https://www.youtube.com/watch?v=ENMzcvQVvzA&index=9&list=PL-lTq9LJCHpSaQ0tkRQIwDC0-dawYWmkg
    SUBSCRIBE to us on YouTube ➜ http://2kgam.es/CivilizationYT

    You’ll have the option to play as Qin Shi Huang on a fixed map with America, Egypt and Sumeria. You will also have the option to play the Civilization VI tutorial, which features Sumeria and Egypt. Both options are locked at 60 turns, and once you’ve reached the conclusion of the demo you will have the option to purchase Civilization VI or you can play the demo or the tutorial again. There is no limit to how many times you can play the demo.

    For newcomers to Civilization VI and the Civilization franchise, we have put together a list of our top 10 tips that will help you build your empire and face early challenges like barbarians. You can access our Beginner’s Guide right here.

    Today also marks the beginning of the 2K Publisher Sale on Steam. Should you enjoy your time with the free Civilization VI demo, you can purchase the full base game or Digital Deluxe version at a discounted price. This offer is valid through 10am PT on March 20, 2017.

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2017-03-16 18:06:16 CET ] [ Original post ]

    Civilization VI: 10 tips to start playing


    With the Civilization VI demo now available, newcomers have the perfect opportunity to try out the latest entry in the Civilization series and start the expansion of their empire.
    To help new players in their path to victory, we have compiled 10 basic tips on how to start a game of Civilization VI in the best way possible.

    1. The first turn
    You will start your game of Civilization VI with a Settler and a Warrior. The Settler will be the unit to found your first city so it is important that you find a suitable spot for it: source of water for the city’s growth, resources for food and production as well as landscapes (mountains, desert, rainforest) for bonuses. Send your Warrior out to explore but keep it close to your city in case of a Barbarian attack.



    2. Take care of the Barbarian problem
    Early on in a game of Civilization VI, Barbarians will be your main source of trouble. They will tend to send out Scouts to look for cities, so attack them when you see them because, if they report back to their camp, they will send more powerful units to attack your city. Build some Warriors and Slingers early to defend your city, and clear Barbarians camps so you can focus on the growth of your empire.

    3. Know the map
    The map is one of the most important features of Civilization VI and it is crucial that you understand and explore your surroundings. Look for Resources or sources of water, ideal city spots; find Mountains or Rainforest tiles for district bonuses; explore the seas for new settlements. Send Scouts around your empire and let them initiate first contact with City-States and Leaders so you can be aware of potential allies or enemies.

    4. Plan your cities
    Civilization VI allows you to organize your cities the way you want. Unlike previous games in the franchise, you now have the possibility to build districts around the city centre and placement will play a very important part in your strategy. For example, placing the Science district near mountains will grant you extra Science points every turns while placing the Commercial district next to rivers will bring more revenues. Plan your cities and specialize them to get the most out of your empire.

    5. Make friends
    You are not alone in this wide world. As you explore the map around you, you will encounter City-States that can be turned into powerful allies. Send Envoys to a City-State to get extra Gold, Science or Culture for example. You will also have the opportunity to become the Suzerain of a City-State and earn unique rewards that can greatly change the outcome of your game.



    6. Learn about the Eureka moments
    Science and Culture will allow you to unlock new Techs and Civics in order to grow your empire, all leading to new units, districts and Wonders for your empire. Specific in-game actions will trigger Eurekas, reducing the time needed to research some Techs and Civics. Settling a city on a coast will give you a boost for the Sailing technology, while defeating a unit with a Slinger will trigger the Eureka for Archery. If you want to know more about all Eureka moments, simply check the Tech and Civics tree.

    7. Choose a leader that fits your play style
    In the Civilization VI demo you can play as China, led by Qin Shi Huang. In the full game of Civilization VI there are 19 civilizations available to play, offering different bonuses, unique units, and buildings, districts, or tile improvements. Each of them play very differently and will fit into different types of playstyles. China, for example, can complete Wonders faster thanks to its unique bonuses and the ability of its Builders, while Rome will favour territorial expansion and trade to accumulate Gold. Spain will tend to play an aggressive Religious game with various military bonuses linked to fighting civilizations with different religions.

    8. Know which victory to go for
    There are different ways to win in Civilization VI and it is important to understand the requirements for the four types of victories: Domination, Culture, Science and Religious. The easiest one to start with would be the Domination victory that requires you to create a strong army and occupy all capital cities on the map. Be the first empire to start a space program and colonize Mars for the Science victory; have all civilizations adopt your religion for the Religious victory or attract the highest number of tourists for a Culture win. It is all up to you and your playstyle.



    9. Adjust the difficulty
    If it is your first time playing a Civilization game, a great way to start is to play on “Settler” difficulty. For beginners, it is a great way to learn the basics of Civilization gameplay without worrying too much about the AI controlled civs and Barbarians attacking you.

    10. Check the Civilopedia
    Here’s an important one: the Civilopedia is your best friend. Simply click on the “?” tab at the top right of the screen to get access to it. From leader abilities, to units, district bonuses, and details of each resource, you will find everything you need to understand the different aspect of the game and what is needed for you to build a strong empire through the ages.

    http://store.steampowered.com/app/289070
    You are now prepared to get started in Civilization VI. Don’t hesitate to share your experience and tips with us on social media with 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.

             


    [ 2017-03-16 18:05:55 CET ] [ Original post ]

    2K Publisher Weekend, Up to 85% off

    Save up to 85% on 2K Games as part of this week's Weekend Deal*!

    *Offer ends Monday at 10AM Pacific Time






    [ 2017-03-16 18:05:00 CET ] [ Original post ]

    Civilization VI: John Curtin Leads Australia


    John Curtin was the 14th Prime Minister of Australia, serving from 1941 to 1945. He held office while the country was under direct threat of Japanese attack during World War II. He proved more than capable for the job through his landmark legislations, which greater unified the many states of Australia and assisted in its reconstruction following the war.  

    Curtin, leader of the Labor Party, sadly passed away while in office on July 5, 1945. He left behind a legacy of progressive social reform and civic responsibility that ensured he will forever be remembered as one of Australia’s most influential citizens.


    Unique Unit: The Digger

    Nicknamed “,” Australian troops served the Commonwealth with honor and distinction in both World War I and II, on multiple continents, and often at considerable sacrifice. Their slouch hat pinned up on one side became a distinctive part of their uniform.


    Unique Improvement: The Outback Station

    Australian cattle ranches are called Outback Stations and are synonymous with life in the Australian Outback. The largest,
    Anna Creek Station, is 6,000,000 acres (24,000 km squared; 9,400 sq mi) which makes it slightly larger than Israel and seven times larger than the biggest ranch in the US – King Ranch, in Texas. Many Stations still serve their original purpose as cattle ranches, while others have been converted into Outback experiences for tourists keen to sample the country life.

    https://youtu.be/11HVt8f0X-I
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    We've also announced details on the next update, coming soon. You can read about it here: http://steamcommunity.com/games/289070/announcements/detail/576861888092920827
    Follow the conversation on social media 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.

             


    [ 2017-02-21 16:25:53 CET ] [ Original post ]

    Civilization VI ‘Australian Summer 2017 Update’ Coming Soon


    A new free update for Civilization VI is coming soon to all Steam users. It will include some great new features such as Steam Workshop and modding tools, as well as multiplayer team functionality.

    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 express their creativity within the game. With the update to multiplayer you will be able to team up with your friends to conquer the world together against AI or human opponents.

    There are also balance changes and bug fixes coming in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. We’ll go more in-depth on these details at a later time.

    Finally, we’re also announcing the next premium DLC pack featuring, for the first time ever in a Civilization game, Australia, led by Prime Minister John Curtin. Head on over to this Steam Community post to learn more!


    [ 2017-02-21 16:00:07 CET ] [ Original post ]

    Civilization VI Now on SteamOS and Linux


    SteamOS fans, are you ready to take one more turn? Sid Meier's Civilization VI is now available on SteamOS and Linux. And, to celebrate, we're offering the game at a discount for a limited time only!

    http://store.steampowered.com/app/289070

    The SteamOS and Linux versions support cross-platform play with Mac. Cross-platform with Windows will be enabled at a later date.

    Minimum technical requirements for the SteamOS/Linux version:

    Operating System: Ubuntu 16.04 / SteamOS
    CPU Processor: Intel Core i3 530 or AMD A8-3870
    CPU Speed: 2.93 GHz
    Memory: 6 GB
    Hard Disk Space: 15 GB
    Video Card (NVIDIA): GeForce 650
    Video Card (ATI): Not Supported
    Video Card (Intel): Not Supported
    Video Memory (VRam): 1 GB

    https://youtu.be/xOYBWAJ_Eeo
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    Follow the conversation on social media 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.

             


    [ 2017-02-09 20:22:54 CET ] [ Original post ]

    Aztecs Now Available for All Civilization VI Players


    The Aztec civilization is now available for free to all players in Sid Meier’s Civilization VI. You should see the “Aztec Civilization Pack” listed under your DLC in Steam; if you’re not seeing it, try restarting your Steam client.

    Previously available as a timed pre-order exclusive, the Aztecs have long been a staple of the Civilization series. Once again led by Montezuma, the Aztecs in Civilization VI are a strong conquest civ capable of converting defeated enemy soldiers into Builders to help quickly spread your empire. To learn more about the Aztecs, watch our First Look video below.

    https://youtu.be/Iw79o14yj6E
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2017-01-19 22:48:11 CET ] [ Original post ]

    Civilization VI ‘Winter 2016 Update’ Now Live


    We’ve released a new update to Sid Meier’s Civilization VI today. The “Winter 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

    Here are the full list of changes in this new update:

    [NEW]


    • Added Earth map (Standard size)

    • Added “Alert” action for units


      • Put a unit to sleep until they spot an enemy unit


    • Scenario setup menu


      • Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!)


    • Added new replay option to Wonder completion movies



    [GAMEPLAY UPDATES]


    • Religious units may now Fortify Until Healed

    • Coastal Raids can now pillage districts in addition to the buildings within

    • Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes



    [BALANCE CHANGES]


    • Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)

    • Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)

    • Decreased production costs of Wonders progressively


      • From the Industrial era (about -10%) to the Atomic era (about -40%).


    • Decreased production costs of all Space Race Projects by 40%.

    • Increased research costs of Technologies and Civics progressively


      • From the Industrial era (about +5%) to the Information era (about +20%).


    • Increased Faith from Mission

    • Increased Culture from Chateau

    • Lowered the minimum unit upgrade cost

    • Improved clarity on Warmongering penalties associated with taking a civ’s final city

    • Most Civilization unique districts now require population to construct (like normal districts)

    • Spaceport district no longer requires population to construct



    [AI TUNING]


    • Improved AI Deal negotiations and analysis

    • Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises

    • Improved tactical handling of Great Admirals and Great Generals

    • Improved AI interest in Terracotta Army

    • Improved handling of leaf techs

    • Improved building of Forts

    • Improved resource grabbing in late game

    • Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies

    • Improved handling of several complaint or kudo messages from AI

    • Rebalanced Catherine’s evaluation of the ‘no spying’ Promise

    • AI will not try to convert unconvertible cities



    [BUG FIXES]


    • Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies)

    • Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack

    • Fixed it so loading screens now show the correct text and play matching VO

    • Fixed an issue that blocked certain relationship-based diplomatic actions

    • Fixed an issue where incomplete Encampment districts were able to attack

    • Fixed an issue where you could declare war on friends or allies by moving units

    • Fixed an issue where AI could declare war on a civ with whom they were already at war

    • Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed

    • Fixed a bug that caused Apostles to run out of promotions

    • Fixed a bug where gaining policy slots mid-turn could block progression

    • Fixed issues caused by trading lots of Great Works at the same time

    • Fixed an issue where turn timers weren’t loading correctly from a save

    • Fixed an issue where Rome’s roads would connect to too many adjacent roads

    • Fixed issue where civs could get another civ’s exclusive agenda

    • Fixed multiple links to the Civilopedia

    • Fixed issue that could cause menu music to play twice and overlap itself

    • Fixed an issue that could cause private MP games to become public

    • Fixed multiple text & grammatical issues

    • Fixed multiple crashes



    [VISUALS]


    • Added new art for National Parks

    • Updated Mines for several eras

    • Updated Swordsman

    • Improved city fading during combat



    [MULTIPLAYER]


    • Hallowed Ground scenario is now playable on huge maps

    • VO now plays correctly when loading a save



    [UI]


    • Resource Report now correctly shows resources from several sources:


      • Great People abilities

      • Diplomatic Deals


    • Checkboxes for toggle yields and grid now stay in sync with hotkeys

    • Improved differentiation in Government Lens hex colors

    • Added Defeat icon to the End Game Results screen



    [AUDIO]


    • Added sound effect for Quick Save hotkey



    On top of the update, we’ve also got some exciting new content available starting today!



    Poland Civilization & Scenario Pack

    This premium DLC adds Poland and leader Jadwiga to Civilization VI. Jadwiga was an expert mediator, champion of Catholicism and protected the poor. You can learn more about her in our blog post here.

    Also included is a new scenario, “Jadwiga’s Legacy,” that tasks players with defending Poland, Prague and Vienna from invaders invading forces comprised of the Teutonic Knights and Ottoman Turks. Gain glory in battle and prove yourself the greatest defender of Poland!


    • Includes the complete Polish civilization with Jadwiga, Winged Hussar unique Unit, and Sukiennice unique Building.

      • Poland’s “Golden Liberty” unique ability allows them to gain territory when they build a Fort or Encampment, even allowing them to steal territory from other civs! They also convert a Military Policy slot into a Wildcard slot, giving them extra flexibility in culture.

      • Jadwiga allows you to spread your religion to the nearby city when you gain another civ’s territory with Golden Liberty. Her relics provide bonus Faith, Culture, and Gold.

      • The famous Winged Hussar is strong on the attack and can push back defending units.

      • The Sukiennice, or Cloth Hall, gives bonus Production from foreign Trade Routes, and Gold from internal Trade Routes.






    • Play as a great Polish noble lord in the “Jadwiga's Legacy” Scenario:

      • 60 Turn limit

      • Defend Poland, Prague, and Vienna from invaders including the Teutonic Knights and Ottoman Turks

      • Gain glory in battle and prove yourself the greatest defender of Poland.





    http://store.steampowered.com/app/512033



    Vikings Scenario Pack

    Bring Europe under your rule as the mightiest Viking lord in “Vikings, Traders and Raiders!” – the most detailed scenario released yet for Sid Meier’s Civilization VI. The Vikings Scenario Pack includes:


    • Six new City-States added to the base game:

      • Auckland (Industrial): Additional production for Coastal tiles.

      • Antananarivo (Cultural): Culture bonus that increases with every Great Person earned.

      • Armagh (Religious): Builders can construct the Monastery improvement, which provides Faith and heals religious units.

      • Granada (Militaristic): Builders can construct the Alcazar improvement, which protects military units and provides Culture.

      • Muscat (Trade): Bonus Amenities in cities with a Commercial Hub.

      • Palenque (Scientific): Improved City growth for cities with a Campus.



    • Three new Natural Wonders added to the base game:

      • Eyjafjallajökull

      • Lysefjord

      • Giant’s Causeway



    • Play as a great ruler of the Dark Ages in the “Vikings, Traders, and Raiders!” Scenario:

      • 100 Turn Scenario, from 787 to 1087

      • Play as Harald Hardrada of Norway, King Canute of the Danes, or Olof Skotkonung of Sweden.

      • Launch a naval invasion of England, conquer Paris, find Vinland with an explorer, or sail through Gibraltar and raid the Mediterranean Sea.

      • Build a trade empire and profitable cities, or spread a religion and gain Faith for your people.

      • Includes special art assets for leaders.





    http://store.steampowered.com/app/512032

    https://youtu.be/j6v5byyCyW4
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2016-12-21 01:40:19 CET ] [ Original post ]

    Civilization VI: King Jadwiga Leads Poland


    Jadwiga was the first female monarch of the Kingdom of Poland in the late fourteenth century and youngest daughter to Louis the Great.

    Her reign began in 1384, with her early years being categorized by earning the respect and loyalty of Polish nobility, ruling side-by-side with Lithuanian king . Jadwiga was an expert mediator, protected the poor, and was a devout Christian who later became canonized as a saint by the Roman Catholic Church in 1997. She founded a special college for Lithuanians in Prague but perhaps is best known for her work helping to restore the University of Krakow, which would go on to become the center of Polish culture.



    Unique Unit: Winged Hussar

    Winged Hussars were heavily armored cavalry units and core military representatives of the
    Polish-Lithuanian Commonwealth between the 16th and 18th centuries. These soldiers carried a long lance and utilized a charge attack designed to dismantle enemy formations. 



    Unique Building: Sukiennice

    Sukiennice, otherwise known as Cloth Halls, are medieval buildings that served as trade centers for merchants dealing in cloth, leather, wax, salt and exotic imports like silk. The most famous cloth-hall still exists in Krakow today and dates back to Poland’s Renaissance period.

    https://youtu.be/5hAk3rrySRs
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2016-12-21 01:40:15 CET ] [ Original post ]

    CIVILIZATION VI - How to Build a City



    In this video, we'll show you how to build a city and keep it running at its best. Click below to watch!
    https://youtu.be/j6v5byyCyW4
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2016-12-14 16:02:07 CET ] [ Original post ]

    CIVILIZATION VI - Behind the Scenes with Sean Bean



    Go behind-the-scenes in the recording booth with Sean Bean as he discusses working on Civilization VI. Click below to watch!
    https://youtu.be/zBFoIjob_b8
    SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

    http://store.steampowered.com/app/289070
    Follow the conversation on social media 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.

             


    [ 2016-12-07 16:05:41 CET ] [ Original post ]