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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.
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