DEFCON - (Alister MacQuarrie)


Civilization VI: Rise and Fall wants to solve a problem. That problem is perpetual growth, and it plagues many 4X games. Whether your aim is world conquest or cultural hegemony, victory in Civilization and many of its cohorts depends on domination. However peacefully you try to play, you’re often straight-jacketed into a utilitarian-psychotic view where all resources and people are just raw material to be assimilated, Borg-like, until the whole map is monochrome.

But as the early excitement of exploration and expansion ebbs to late game stagnation, the fun runs out. Historically, stagnating empires tend to fragment and collapse. But in Civilization VI, like many games, you’re the star of the show and there’s nowhere to go but up.


Sid Meier’s Civilization® VI

Update: Firaxis has confirmed that the spelling errors are a mistake. In a brief statement sent to PC Gamer, the developer wrote: 

“We’re aware of a community-reported bug that has a minor impact on AI behavior. We’ve also made sure that everyone knows that I goes before E except after C… or other weird exceptions. Thanks to all who helped bring this to our attention and there will be a fix included in our next update.”

Original story: There's a story going around that sounds too improbable to be true: that Civilization 6's AI leaders have been acting strangely all this time because of five misspellings in a data file. The likelihood that Firaxis wouldn't have noticed such an obvious error for so long seems minuscule. And yet, inside one of Civ 6's loose data files, Leaders.xml, are the following five lines: 

<Row Item="YEILD_PRODUCTION" ListType="DefaultYieldBias" Value="25"/><Row Item="YEILD_SCIENCE" ListType="DefaultYieldBias" Value="10"/><Row Item="YEILD_CULTURE" ListType="DefaultYieldBias" Value="10"/><Row Item="YEILD_GOLD" ListType="DefaultYieldBias" Value="20"/><Row Item="YEILD_FAITH" ListType="DefaultYieldBias" Value="-25"/>

In each line, 'YEILD' is a misspelling of 'YIELD.' That wouldn't matter if it were misspelled everywhere, but 'yield' is written with the correct spelling in every other instance across all of Civ 6's data files.

The misspelling was noticed by Something Awful forum user Straight White Shark (though they say in the thread that they weren't the first to pick up on it), and I've verified that the 'YEILD' lines can be found in a fresh Civ 6 download, though it isn't clear whether the mistake was always there, or if it was introduced in an update.

Testing with and without the typos

Shark and other Civ players believe these table entries are meant to set the AI leaders' default priorities, which are then modified by their various preferences and agendas. The effect should be that, by default, each leader prioritizes production and gold over everything else, and gives the least priority to faith. Popular theory has it that these misspellings are causing the default values to be ignored, explaining why some AI civs seem to put too much energy into religion.

By running two automated 151-turn games using the same Civilizations, each starting in the same spot on the 'true start' Earth map, Shark did find that fixing the misspellings created a noticeable difference in the AI leaders' priorities—they produced less faith overall, and more buildings and science.

I have been able to create reproducible results with the same basic methodology. By using the true start Earth map, I can run identical games using the Autoplay mod and produce identical end-of-game graphs, provided I don't change anything between tests. When I fix the typos, though, the graphs change. For example, Pedro II produces less faith-per-turn at the end of 100 turns when the typos are fixed.

The faith-per-turn graph after 100 double-speed turns without the typos fixed.

The faith-per-turn graph after 100 double-speed turns with the typos fixed. (Note the difference in the Y axis values.)

To confirm that I was definitely making a difference, I set faith to 1,000 and all other yields to 0. When I did, Pedro II's faith-per-turn skyrocketed within 50 turns, and the other civs in my test trended up too. Even Queen Victoria built a Holy Site, which she didn't do in any of my other tests. I tried the same thing with the typos uncorrected, and the graphs reverted back to 'normal,' as if I hadn't changed anything from my first baseline test. With the misspellings in place, the lines don't do anything.

It's possible that the misspellings were introduced in a recent patch, and weren't there all along. It's also possible that Civ 6 is actually behaving as intended despite the misspellings, as different default values might be set elsewhere, making these five lines obsolete. But who would take these lines out of commission with typos, rather than by commenting them out?

I've reached out to 2K to find out if Firaxis is aware of the misspellings, and whether or not AI leaders are truly supposed to deprioritize faith, and just haven't been. 

If you don't want to go editing the xml file yourself, you can download this mod on the Steam Workshop to try playing Civ 6 with the typos corrected. For more data, a few players are testing variations of the typo-corrected values on Reddit.

Sid Meier’s Civilization® VI - 2kschug
A new update is available for Sid Meier’s Civilization VI today. Watch franchise lead designer, Ed Beach, share the vision behind this update.

For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with this latest update. Loading an old save or configuration that was created using mods will re-enable those mods. To our modding community, the below update may require you to update your mods.

[UPDATE] We have updated the game to correct a reported crash issue when loading some saves created before the March 2018 Update. If you are still experiencing this issue, we recommend attempting to load a previous save that was not loaded/saved on the initial March update, or start a new game. We want everyone to have the best experience possible and will continue supporting the title with future updates.

  • Added a new historic moment for being the second or later Civilization to discover a Natural Wonder, + 1 Era Score.
  • Clarified Amundsen-Scott Research Station bonus in the text.
  • Made the Water Park cheaper to be consistent with the Aerodrome.
  • Reworked the way that warmongering is handled between declaration of war capturing cities, and razing cities.
  • Unit experience gained from fighting Free Cities and Free City units is now capped at +1 after obtaining the unit’s first promotion.
  • Removed the Flirtatious and Curmudgeon agendas.
  • Ranged units garrisoned in a city are now always considered to be in an elevated position if the city has walls or urban defenses.
  • Updated Korean Palace art.
  • Fixed situations where players could have Shared Visibility while at war.
  • Fixed an issue where Observation Balloons were incorrectly granting the Drone unit's combat strength buff.
  • Fixed an issue where the Stadium effects did not match the text.
    • Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles. (Now only applies to Stadium and not districts.)
  • Increased defenses of early era city states to discourage easy conquest by AI and players.
  • Allow the 3 land tiles next to Polder to include Hills.
  • Added Loyalty per turn to Emergency target cities so that Emergencies will no longer end in the member’s favor without them doing anything.
  • Added the Entertainment Complex building effects.
    • Arena: +1 Culture. +1 Tourism once Conservation is unlocked. +1 Entertainment amenity for this city
    • Zoo: +1 Science to all Rainforest and Marsh tiles in this city. +1 Entertainment amenity for all cities within 6 tiles.
    • Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles.
  • Made building National Parks much more important to leaders with the Environmentalist and Exploitative agendas.
  • Military Alliances now provide a bonus against city states.
  • Macedon no longer receives boosts for conquering a Free City.
  • Have Twilight Valor apply to Naval Melee units.
  • Neutralize Governor turn duration has been adjusted for game speed.
  • Gain Sources turn duration has been adjusted for game speed.
  • Added some improvements in sorting great works into collections.
  • Improved AI progress through tech and civic tree.
  • Garrisoned ranged units are much less likely to leave City Centers and Encampments.
  • Historic Moments are now accessible from the End Game Results screen.
  • Made sure we displayed the right city details for cities being ceded.
  • City States no longer display "At War" tooltip if we aren't at war.
  • Former capitals are now properly differentiated from captured capitals.
  • City Banner polish and bug fixes.
  • Our Leader diplomacy screen now uses the longer, more detailed descriptions for unique units, buildings, etc.
  • The diplomacy deal edit box will now fit up to 5 items to fit all 5 Alliance types.
  • Zero out points per turn if we're not in an alliance and updated the tooltip to inform the player they need an alliance to gain points.
  • Diplomacy portraits in the HUD now indicate alliance type.
  • Governor promotion buttons will now use the disabled state properly for promotions we don't have the pre-requisites to earn.
  • The religion lens banner fly out will no longer display redundant icons for the first religion when it's about to convert or be tagged as predominate when it's still converting.
  • Resolved terrain tooltips displaying over selection panels in certain situations.
  • Added tooltips for a variety of loyalty UI.
  • Adding alliance icons to tech tree nodes so players know what their Level 3 Research Alliance members are researching.
  • Movement paths are now shown on the religion lens.
  • Revised Raze City tooltip text for accuracy.
  • Emphasized several notification icons indicating negative game events
  • Clarified Era score and Age threshold UI while in the last era of the game.
  • Added Research Alliance indicator to Research Chooser.
  • Added a scroll panel to operative list on the Espionage overview.
  • Fixed an issue preventing water Natural Wonders from appearing on Huge maps.
  • Fixed a bug that was causing embarked units to use their embarked strength instead of their unit strength when conducting an amphibious attack.
  • ‘Amphibious’ unit promotion is now correctly removing the attack penalty in an amphibious attack.
  • Fixed a bug causing incorrect unit maintenance costs to be incurred.
  • Fixed a bug with the Pax Brittania unique ability that was granting a free melee unit when England obtained a city other than through settling.
  • Fixed a bug causing the player to be charged an incorrect amount when purchasing a District with Gold.
  • Fixed a bug causing units set to ‘Alert’ to be changed to ‘Fortified’, preventing them from waking up when enemies are near.
  • Historic Moment for recapturing a city you originally founded can now only trigger once per plot location, to prevent an exploit where it could be farmed for era score.
  • Fixed the Holy Righteous Queen achievement and the Metroplex achievement to have proper unlock requirements.
  • Preserve proper number of government slots after liberating a city with a Wonder that provides slots.
  • Fixed the Space Port, it was being counted as a specialty district.
  • Fixed Matterhorn and Zhangye Danxia spawning surrounded by mountains.
  • Allowed the Advanced Seminar in Astrophysics achievement to work in more permutations of district placement.
  • Made sure a second work of art from the same artists provides some culture/tourism in the Apadana.
  • Ensured that city state suzerain bonuses are applied properly after you capture a city.
  • Fixed Kilwa Kisiwani bonus to production in other cities when you get another suzerain of that type.
Sid Meier’s Civilization® VI - 2kschug
Civilization VI: Rise and Fall will receive a new update to address community feedback on the user interface and the balance of our newest systems. Watch franchise lead designer Ed Beach share the vision behind this update, and check back soon for full details when the update goes live.

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

With so many famous historical figures to choose from, how does Firaxis decide which characters to include in each installment of Civilization? Ghandi's a given, obviously, but even then the surprisingly nuke-happy pacifist doesn't represent every aspect of India. In a panel at the recent PC Gamer Weekender, Firaxis' senior producer Andrew Frederiksen, and the DLC's lead designer Anton Strenger, explained how they came up with the cast of characters for Civ 6's Rise and Fall expansion.

This time around, they wanted a cast that would fit with Rise and Fall's Dynamic Empire's system, which sees empires rising and, well, falling over distinct historical eras. The team picked figures who would embody this theme, but who would also meet fan expectations, and sometimes surprise them, which sounds like a delicate balance to achieve. They wanted a diverse cast from a variety of historical periods, who would also look rather good standing next to each other in a cast photo.

As Fraser noted in his positive review, Rise and Fall introduces several new or returning civilizations, including the Cree, Scotland, Korea and the Netherlands. Naturally, the inclusion of new civs allowed the team to geek out and research the historical figures who would be the most appropriate figureheads for each civilization.

Frederiksen and Strenger discuss the base game's strengths and weaknesses in the full panel, below, while explaining their reasoning for the changes made for the recent Rise and Fall expansion. Ultimately, they wanted to improve Civ's capacity for emergent storytelling, something that lead to the creation of the Dynamic Empires system.

Sid Meier’s Civilization® VI - 2kschug
A new update is available for Sid Meier’s Civilization VI today. This update will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam. To our modding community, the below patch may require you to update your mods.

For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with this latest patch. Loading an old save or configuration that was created using mods will re-enable those mods.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the Steam forums or comment below.

Civilization VI Update
  • Fixed an issue where the user could not access the builder that is awarded when the Eagle Warrior kills an enemy unit in a standard ruleset game.
  • Fixed America's Founding Fathers ability to function when progressing through a Standard Rules match.
  • Fixed an issue where a trader could lose functionality resulting in placeholder/debug string being displayed when war is declared through an emergency with a civ the user has trade routes to.
  • Fixed a crash that could happen when starting a new game under certain conditions.
  • Fixed an issue where the user could crash after attempting to join a Full game in the Multiplayer lobby.
“Rise and Fall” Expansion Update
  • Fixed the Letters of Marque Dark Policy to double the Yields from plundering a trade route when viewed during gameplay.
Sid Meier’s Civilization® VI - (Adam Smith)


Civilization is at its worst when you’re winning. Success breeds complacency as you click the end turn button and acknowledge the news of great accomplishments with the practiced apathy of a regent signing papers on behalf of an infant king. There is an inevitability about your empire’s march through history and it’s easy to feel like a passive pawn.

Rise and Fall, the first major expansion for Civ VI, attempts to address this by introducing global crises, dark ages and citizen loyalty. It gets about half of the job spot on; the fall is much better than the rise.


Sid Meier’s Civilization® VI - (Alice O'Connor)


The beating of a million drumsThe fire of a million gunsThe mother of a million sonsSid Meier’s Civilization

The looping march through history continues today with the launch of Civilization IV: Rise And Fall, the first full expansion for 2016’s turn-based 4X strategy sequel. Rise And Fall rolls with the ebb and flow of history, with different Great Ages bringing new challenges and bonuses, alliances that grow stronger over time, era goals, ’emergency’ pacts uniting civs against powerful opponents, and more. And obvs it also adds new civilisations, units, wonders, and so on.


Sid Meier’s Civilization® VI - 2kschug
Civilization VI: Rise and Fall is now available! Get the new expansion here:

Please note: For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with the “Rise and Fall” expansion and latest patch. Loading an old save or configuration that was created using mods will re-enable those mods.

Civilization VI: Rise and Fall builds upon the critically-acclaimed gameplay experience of Civilization VI giving players new choices, strategies, and challenges as they guide a civilization through the ages. The expansion introduces new Golden Ages and Dark Ages, a new city Loyalty system, and Governors who can be stationed in players’ cities. Civilization VI: Rise and Fall also adds nine new leaders and eight new civilizations, including returning fan favorites Shaka leading the Zulu and Genghis Khan leading Mongolia, alongside newcomers in a Civilization game for the first time such as Queen Seondeok leading Korea and Robert the Bruce leading Scotland.

Key features for Sid Meier’s Civilization VI: Rise and Fall include:

GREAT AGES: As your civilization ebbs and flows, and you reach milestone Historic Moments, you will experience Dark Ages or Golden Ages, each providing specific challenges or bonuses based on your actions in-game. Rise triumphantly from a Dark Age, and your next Golden Age will be even stronger – a Heroic Age.

LOYALTY: Cities now have individual Loyalty to your leadership – let it fall too low, and face the potential to lose your city to its own independence. One civilization’s loss can be your gain as you inspire Loyalty among Free Cities throughout the map and further expand your borders. 

GOVERNORS: Recruit, appoint, and upgrade powerful characters with unique specialization bonuses and promotion trees to customize your cities, and reinforce Loyalty.

ENHANCED ALLIANCES: An enhanced alliances system allows players to form different types of alliances and build bonuses over time.

EMERGENCIES:  When a civilization grows too powerful, other civilizations can join a pact against the threatening civilization and earn rewards, or penalties, when the Emergency ends.

TIMELINE: Review your civilization’s history at any time with the new Timeline feature, a visual journey through the Historic Moments that you encountered on your path to victory.

NEW LEADERS AND CIVS:  Nine leaders and eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of eight unique units, two unique buildings, four unique improvements, and two unique districts.

NEW GLOBAL CONTENT: Eight new world wonders, seven natural wonders, four new units, two new tile improvements, two new districts, fourteen new buildings, and three new resources have been added.

IMPROVED GAMEPLAY SYSTEMS:  The Government system has been enhanced with new Policies and additional improvements have been made to existing systems.

Watch our Features Video to learn more about all the new features in Civilization VI: Rise and Fall.

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 - 2kschug
We're live on the Civilization VI Steam Store Page showing off Shaka of the Zulu and all the new features in Civilization VI: Rise and Fall.

Join us here!

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