Sid Meier’s Civilization® VI - melaine.brou

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.

         
Sid Meier’s Civilization® VI - 2kasia*****01
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.
Sid Meier’s Civilization® VI - Hinkle2K

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.

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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
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Sid Meier’s Civilization® VI - Hinkle2K

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.”

http://store.steampowered.com/app/512035/
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
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Sid Meier’s Civilization® VI - melaine.brou

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.

         
Sid Meier’s Civilization® VI - 2kasia*****01

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
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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
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Sid Meier’s Civilization® VI - 2kasia*****01

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.

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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.

         
Sid Meier’s Civilization® VI - 2kasia*****01

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 “Diggers,” 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
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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
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Community Announcements - Hinkle2K

This update for Civilization VI, available now for PC players and coming soon for Mac and Linux, includes some great new features, including premium DLC for the Australia civ (led by Prime Minister John Curtin) as well as free features for all PC players 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 change the game. And in multiplayer you can team up with your friends to conquer the world together against AI or human opponents.

There are also balance changes and bug fixes in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. Please check out the complete list of changes below:

[NEW]
  • TEAMS:
  • Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance), as follows:
    • When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic.
    • Teammates share war status against opponents not on their team.
    • Teammates share allied status with opponents not on their team.
    • Teammates work together to win or lose the game as a single entity.  The Religion and Culture Victories have been reworked so they are more cooperative.
      • The Religion Victory requires you to convert all civs to ONE of the religions started by your team.
      • The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team.
    • MODDING TOOLS
      • Updated lobby and in-game UI to better show Additional Content details.
      • Added Sid Meier’s Civilization VI Development Tools, which includes ModBuddy, Tools, FireTuner, and the Steam Workshop Uploader.
        • ModBuddy: A packaging and development tool.
        • Art/Asset Tools: Import FBX files into a format usable by the game, as well as customize existing art.
        • FireTuner: In-game debugging and editing tool.
      • Added Sid Meier’s Civiliation VI Development Assets, which includes the game art assets. This is a large download (approximately 7GB compressed download and 27GB on disk) which contains game assets, including models, textures, and interface elements.
      • STEAM WORKSHOP
        • Access mods created by the Steam community via Steam Workshop
        • Share your mods with the Steam community with the Steam Workshop uploader.

ModBuddy will also receive additional updates in the future, as part of a modding SDK update later. These tools do not include DLL source for Civilization VI at this time.

[MISC]
  • Added True Start Location feature, where civs start on the world map at their geographic origin.
  • Added a City-State slider to game setup.

[BALANCE CHANGES]
  • Start position and map generation has been tuned.
  • Updated ice generation to allow more for circumnavigation.
  • Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total).
  • Units that are embarked now use an era-based strength value instead of their base combat value.
  • Many of the techs that reveal strategic resources have been changed to reveal the resource before it is needed to build a resource-dependent unit.
  • Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit.
  • Tech Tree balance. Adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early.
    • Horseback Riding now requires Archery. Archery is no longer a leaf tech.
    • Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300).
    • Industrialization now requires Square Rigging.
    • Scientific Theory now requires Banking.
    • Steel now requires Rifling.
    • Computers now requires Radio.
  • Updated the cost and strength of some Air units.
  • Change movement rules after disembarkation.  Cannot land on shore with more movement than your Land Movement allowance.
  • Updated Vikings Scenario to 60 turns.

[AI TUNING]
  • Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.
  • Increased desire to declare friendship.
  • Reduced frequency of “your troops are on my border“ warning.
  • Updated settlement preferences.
  • Barbarians now rampage when their camp is destroyed.
  • Will now liberate minor civs and cities of current allies.
  • Tuned strategic and luxury resource trading.
  • Will now be more aware of gold income, and work to bring in more.
  • Support units will recognize that they are not under threat if they share a hex with a friendly unit.
  • Added a grace period of 2 turns after the end of open borders before the AI starts complaining you're too close to their territory.
  • Barbarians may now pillage tiles to heal.
  • AI will now continue to research repeatable techs and civics.
 

[BUG FIXES]
  • Kongo relics no longer get multiplied Faith yields if more than one is in the same building
  • Fixed some bugs with Great People not interacting correctly with Vikings natural wonders.
  • Sumeria will no longer share joint war experience with a player when killing barbarians.
  • Corrected tourism calculation from National Parks to ensure correct awarding.
  • Fixed an issue where you could sometimes not offer Joint War.
  • Spies will not have the Steal Tech mission available when you have already completed all techs.
  • City States gain territory for influence even if they get the influence before founding their city.
  • When a player is destroyed, his captured spies die with him.
  • All of your active spy missions stop in a city that you or an ally has just captured.
  • Fixed problem in tactical combat that was preventing units from capturing builders
  • You are no longer allowed to declare war on declared friends (or in an enforced peace period) from the "troops near me" warning.
  • Increased Jet Fighter and Jet Bomber sight range (up from 2 to 5).
  • Additional bug fixes.

[VISUALS]
  • Added snow environmental VFX.
  • Added sand environmental VFX.

[MULTIPLAYER]
  • Added “Turn Unready” button.

[UI]
  • Added more bindable keys (Toggle Resource Icons, Toggle Tourism Lens, Alert action).
  • Added a notification for when a player loses territory to a culture bomb.

[AUDIO]
  • Adding some missing UI sounds.
  • VIKINGS DLC:
    • Added VO, and updated quotes, for three Natural Wonders.
    • Added VO to Natural Wonders while in the scenario.

[MISC]
  • Credits updated.
  • Fixed some missing ARX images.
  • Updating game concepts for City-States, Trade Routes, and Great People. Explained some things that were not there before (ex. Patronage, gold income for foreign routes passing through city), as well as some clarifications.


Australia Civilization & Scenario Pack

The team is often asked how they get their ideas for the civilizations in the game. The answer is: they listen to the community! Kongo was added to Civilization VI, as it was the most-requested civ by the community at the end of Civilization V. Australia has been a consistent top pick by our fans, and now appears in a Civilization game for the first time as premium DLC for Civilization VI.  

John Curtin was Australia’s Prime Minister during World War II, and is credited with providing both strong leadership of the country at that time, as well as establishing the country to take its place in the post-war international order. In Civilization VI, his ability “Citadel of Civilization” gives Australia bonus production when they are targeted for war.

Australia is a civ that gets bonus housing for coastal cities, bonuses for building Districts on attractive terrain, and additional production if targeted for war. Australia’s unique unit is the Digger (which replaces Infantry), and their unique improvement is the Outback Station. Australia can grow and thrive in places where other civs would struggle. The Outback Tycoon scenario is a unique, non-combat scenario where you will try to enrich your new territory in a randomly-generated Australian interior. And Uluru comes to Civilization VI, bringing religion and culture to the territory that surrounds it.
  • AUSTRALIA DLC:
    • Australia
      • Civ Unique Ability: Australian coastal cities always receive extra Housing. Pastures also trigger the Culture Bomb effect, grabbing adjacent tiles from other civs and City-States.  Yields from Campuses, Commercial Hubs, Holy Sites and Theater Squares are enhanced in attractive terrain.
      • John Curtin Unique Ability: John Curtin’s unique ability is called “Citadel of Civilization.” Australia gets bonus production at the start of a Defensive War, and when it liberates a city.
      • Digger: Australia’s unique unit is the Digger, which gets bonuses to combat on land tiles adjacent to water and when fighting outside their territory.
      • Outback Station: Unique tile improvement that unlocks with the Guilds civic, and can be upgraded with Steam Power and Rapid Deployment. It provides food and production, with bonus food for adjacent Pastures.
    • ‘Outback Tycoon’ Scenario
      • In this 60 turn non-combat scenario, you race to explore Australia, find its natural resources, and use them to enrich your colony. This competitive economic scenario has no combat. It emphasizes exploration and territorial expansion to increase your Gold per Turn net income, which is your score.
    • Uluru Natural Wonder: This desert Wonder provides bonus Faith and Culture to Adjacent tiles.
http://store.steampowered.com/app/512034
WATCH: Civilization VI - First Look: Australia
https://youtu.be/11HVt8f0X-I
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.

         
Community Announcements - Hinkle2K

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.

         
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