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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

 153 

 

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)




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 ]