Sid Meier’s Civilization® VI - Hinkle2K

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.

         
Sid Meier’s Civilization® VI - Hinkle2K

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.

         
Sid Meier’s Civilization® VI - Aspyr_Lucy


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.
Sid Meier’s Civilization® VI - Aspyr_Lucy


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.
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 - 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 - JosephB2K
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 - 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.

http://store.steampowered.com/app/512035/
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.

         
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.

http://store.steampowered.com/app/512035/
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.

         
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