Sid Meier's Civilization® V - 2kschug


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/Sid_Meiers_Civilization_VI_Rise_and_Fall/

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.

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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.

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Sid Meier's Civilization® V - Hinkle2K

What are you waiting for? Sure, we’re biased, but the fine folks at Kotaku aren’t!

Kotaku’s Luke Plunkett is one of the many thousands of people to take advantage of the hundreds of user-created mods made available since Steam Workshop has been added to Civilization VI. “I can definitely recommend jumping back in and trying some of this new stuff out,” he writes. And, as we continue to update the game, it’s only going to get better!

So why not give it a try? A free demo for Civilization VI has released today on PC, making it the perfect time to try the latest entry in this iconic series. You can check out the tutorial or play a pre-set map to your heart’s content; there are no limits to how many times you can play the demo. Download it by heading on over to the Civilization VI page here.

http://store.steampowered.com/app/289070
We’re dedicated to making Civilization VI the best possible game and look forward to your feedback as we continue to support the title. We thank you for your constant support. Stay civilized!

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

Sid Meier’s Civilization VI will be in your hands soon when it launches on October 21. Soon, you’ll be able to lead one of history’s renowned civilizations to greatness, but which civ has the honor of being called the greatest? Civilization fans have been furiously making their arguments, but we feel there’s no better way to solve an argument than by letting each civ go at it in a no-holds-barred Battle Royale!

Join us LIVE on Wednesday, October 19 at 3:30pm ET / 12:30pm PT / 8:30pm BST on http://twitch.tv/2k as we pit eight of history’s greatest rulers against each other in an entirely AI-controlled game of Civilization VI. Find out who has what it takes to create a civilization to last the test of time!

The developers behind Civilization VI will be giving live commentary as we watch eight AI-controlled civs go at it. Anything can happen!

The “Civilization VI AI Battle Royale” will feature the following eight civs:
  • Aztecs
  • Brazil
  • England
  • Greece (Gorgo)
  • Japan
  • Rome
  • Russia
  • Spain
Catch every turn, live on http://twitch.tv/2k at 3:30pm ET / 12:30pm PT / 8:30pm BST on Wednesday, October 19. If you aren’t able to join us live, the full VOD will be posted to the Civilization YouTube channel shortly afterwards.

https://youtu.be/Iw79o14yj6E
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If you haven’t caught up on everything new in Civilization VI, check out our First Look video series which showcases new civs, features, and behind-the-scenes looks at the game!

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://youtube.com/civilization
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Community Announcements - Hinkle2K


We've been posting Civilization VI videos like crazy on our YouTube page. Here is the playlist for our First Look series, in case any of you need to catch up on what's been revealed so far.

https://www.youtube.com/watch?v=ENMzcvQVvzA&index=1&list=PL-lTq9LJCHpSaQ0tkRQIwDC0-dawYWmkg
We've also shared a few Wonder Movies - vignettes that play in the game engine when you complete construction of a Wonder - and you'll definitely want to check those out. With the in-game day/night cycle, these really shine!

https://www.youtube.com/watch?v=dd4t4unVhLQ&list=PL-lTq9LJCHpSJFMB-fpCph0G2M--JPV4c&index=1

Join 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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Community Announcements - Hinkle2K

We've posted a new video on our YouTube channel. This 12 minute long video is narrated by Sean Bean and provides a great overview of the Civilization VI experience, including a sneak peek at Cleopatra!

Watch and subscribe to our YouTube page for EXCLUSIVE First Look videos and more.
https://www.youtube.com/watch?v=yKUFvo3_FYQ
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Community Announcements - Hinkle2K

The Americans have been a fixture in the Civilization series since its inception 25 years ago, and in Civilization VI they are being led by the nation’s 26th president, Theodore “Teddy” Roosevelt.

Learn more about the Americans, including their unique units and building, by clicking the link below.

Info ➜ http://2kgam.es/Teddy

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Community Announcements - Hinkle2K


We’re excited to celebrate the 25th anniversary of the Civilization franchise by announcing Sid Meier’s Civilization VI, the next entry in the award-winning turn-based strategy franchise. Be sure to follow the Steam Community group here and add the game to your Steam wishlist!

http://store.steampowered.com/app/289070
Sid Meier’s Civilization VI, set to launch on PC on October 21, 2016, offers new ways to interact with your world, expand your empire across the map, advance your culture and compete against history’s greatest leaders to build a civilization that will truly stand the test of time. Your story begins later this year!

Sid Meier’s Civilization VI includes:
  • EXPANSIVE EMPIRES: See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.
  • ACTIVE RESEARCH: Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.
  • DYNAMIC DIPLOMACY: Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.
  • COMBINED ARMS: Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.
  • ENHANCED MULTIPLAYER: In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.
  • A CIV FOR ALL PLAYERS: Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems are designed to introduce new players to the underlying concepts of Civilization so they can easily get started on a path to victory.
Join 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
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Community Announcements - Hinkle2K
A patch has been pushed live that should address recent issues with connectivity. This fix will only affect the multiplayer components of the game, and will not change any gameplay values or single player settings. We hope that this will improve the stability of multiplayer matches.

For more info on the update, check out the Civilization.com blog here: http://2kgam.es/1yTmUHB
Community Announcements - Stephen.Reid
A patch has been issued for Sid Meier's Civilization V. Here are the patch notes:

EXPLOITS
  • Fixed tech overflow bug that could allow a user to get free tech each turn for multiple turns. The size of the maximum allowable science overflow is now set at 5 turns of science (about the same as a unmodified research agreement) OR the unmodified cost of the last tech researched, whichever is larger. AI also understands this adjustment.
  • Fixed a multiplayer bug that would allow a player to steal everything from another player when trading.

GAMEPLAY
  • Allow Conquest of the New World achievements to be unlocked when playing the Deluxe version of the scenario.
  • Slight nerf to Tradition, and a boost to Piety (by adding one more prerequisite for Legalism and taking one away from Reformation).
  • Scale warmonger penalties by era (50% of normal strength in Ancient up to 90% in Industrial; 100% thereafter). Penalties for warmongering vs. City-States halved.
  • Added Cocoa and Bison resources from the Conquest Deluxe scenario into the main game.

MULTIPLAYER
  • The autoslotting of human players when loading a saved game in LAN multiplayer was broken when trying to play round-to-round. This has been fixed.
  • Players now properly exit LAN games when they encounter a version mismatch.
  • Players can now set their nick name in LAN games.
  • Fixed an issue where player would get stuck on the joining multiplayer game screen if they used an incomplete IP address while attempting to join by ip address.
  • Notifications are no longer considered “broadcast” unless the player is connected to the game. This will make it easier to communicate information to players who were not connected when the message was broadcast.
  • Players now unready themselves if the host changes the game settings before the game started.
  • The number of player slots available was not updating for connected remote clients when the host increased the map size on the staging room.
  • Fixed an issue causing AI civs that used to be players to still have the player's Steam name after the player leaves in Multiplayer.
  • A player's name in the staging room chat panel no longer swaps if they swapped player slots.
  • Some multiplayer notifications can now expire at the end of the next turn.
  • Some multiplayer notifications will not expire until the player has network connected to the game.
  • Multiple hot-joining bugs fixed in Pitboss.

MISC BUGS
  • The icon no longer changes to a spinning globe during diplomacy (this normally means the game is busy).
  • Don't show a third-party civ or City-State on the trade panel list to "Declare War" or "Make Peace" unless both players have met that civ or City-State.

Community Announcements - Aspyr-Blair
Aspyr Media is pleased to announce our first Linux and SteamOS title, Sid Meier’s Civilization V. The SteamOS release includes all Civilization V DLC and expansion content, including Gods & Kings and Brave New World.

This release targets SteamOS on current gen hardware. Additionally, we're working towards supporting Ubuntu 14.04 as well as additional video cards in future updates.

Here’s where we need your help! To improve Civ V and future AAA games on SteamOS, we're looking for feedback. Tell us below what's working great or what's not working. If you're having any problems, please contact our support directly at http://support.aspyr.com/tickets/new
...

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