Sid Meier’s Civilization® VI - 2kschug


Master strategist.  Respected diplomat. Honored student. Chandragupta Maurya of India was all of those things and became legend amongst his people because of it. In his time, he toppled a corrupt empire, then succeeded in pushing the boundaries of his kingdom and worked to better the lives of his subjects. Then he voluntarily walked away from it all.

Born sometime in the 3rd Century BCE, Chandragupta’s early life remains somewhat of a mystery. Though some accounts speak of his connection to a family with a noble warrior tradition, other accounts claim he was born a commoner, orphaned at an early age. Regardless, Chandragupta earned a reputation as a clever and charismatic man – so much so that the great Chanakya mentored him. Thanks to the legendary politician and philosopher, Chandragupta received a crash course in politics, the arts, and military tactics.

Ever the masterful strategist, Chanakya had a plan: he hoped his pupil could challenge the Nanda dynasty, a government widely perceived as corrupt. Chandragupta proved worthy of his tutor’s confidence, for he soon raised an army. By 322 BCE he overthrew the Nanda, installed himself as ruler of the kingdom of Magadha, and established the Mauryan dynasty.

Chandragupta next turned to the lands held by the successor-states of Macedon. Although Alexander the Great had perished before Chandragupta’s ascent to the throne, his conquest of the Indus valley needed to be addressed. Chandragupta kept extending his kingdom until he pressed against the newly-formed Seleucid Empire. The Seleucid-Mauryan War, lasting from 305 to 303 BCE, would end with Seleucus ceding Macedon’s Indian satrapies to the Mauryan king. To show there were no hard feelings, and knowing Seleucus cared more about his successor state rivals to his west and south, Chandragupta gifted 500 war elephants to the basileus.

Chandragupta’s empire extended all the way from modern day Afghanistan to southern India. Yet conquest was not Chandragupta’s only strength. Throughout his reign, Chandragupta proved himself a canny ruler who cared for his people. He built roads, irrigation systems, and expanded trade routes to improve the lives of his people. He was also clever enough to ensure the loyalty of his soldiers by providing them finery and servants in their garrisons.

Chandragupta met the sage Bhadrabahu near the end of his life, who taught him the precepts of Jainism, a religion promoting spiritual enlightenment and nonviolence through ascetic living. Following this new code, Chandragupta abdicated his throne to his son, Bindusara. He sought enlightenment, going on a pilgrimage to a cave in southern India. There he meditated until his death, fulfilling his ultimate goal of spiritual purity by giving up literally everything—his throne, kingdom, riches, and even food.

Chandragupta’s death was not the end of his dynasty, though. The Mauryan Empire would last another century. Inspired by his actions, Chandragupta’s successors—especially his grandson, Ashoka—followed his combined examples of expansion and spiritual enlightenment.
 
UNIQUE LEADER ABILITY: ARTHASHASTRA
This ancient Sanskrit treatise is often translated as “The science of politics,” Arthashastra covers much more ground. It’s the Indian framework for how to conduct statecraft, but also economic policy and military strategy. Credited to Chanakya – Chandragupta’s mentor – this is a template for the Mauryan dynasty.  Take advantage of these lessons as you declare a War of Territorial Expansion. You will gain Movement and Combat Strength bonuses as you march into battle.

Chandragupta is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

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Sid Meier’s Civilization® VI - 2kschug


Genghis Khan once demanded two Tug (“Spirit”) Banners: One made of white horse hide for times of peace, and another of black horse hide for all the other times. Upon his death, his soul was alleged to live on in the black banner. This is how the feared “Universal Ruler” of the Mongol Empire lived – and died.

At his birth in 1162 CE, legends tell of a boy clenching a blood clot at birth – a sign that he would one day be a great leader. Born Borjigin Temujin (the later translates as “blacksmith”), scholars say he was named after a captured tribal chieftain as a taunt. At 9, he was betrothed to marry Borte, the daughter of the neighboring Konkirat tribe’s chieftain. Within a year, the boy would be ostracized by his tribe, his father assassinated by the Tartars and by 16 he would kill his half-brother. All the while, his mother Hoelun coached Temujin in statesmanship, influencing allies and controlling enemies.

Temujin began amassing troops in his 20s. It started with his brothers as a fighting unit going on raids of their own. He would gradually build his army until it became a feared 20,000-strong force. Next, he'd go on to defeat the Tartars and exhibit the brutality he would become known for in avenging his father. It didn’t stop there. He ordered the death of every Tartar male above three feet tall.

By 1206, Temujin united the tribes of the steppes. This is when he received the title 'Genghis Khan'. He then proceeded to issue the Yassa, a collection of divine laws governing everything from property to marriage to civil service designating its execution to his second son, Chagatai.

The Yassa would do away with the common causes of tribal warfare, banning the kidnapping of wives and doing away with inherited titles. It also granted religious tolerance to his followers (as long as they recognized Genghis Khan as the final authority).

As he lay dying in his 60s, it has been said that Genghis Khan asked to be buried in secret with his six cats, hoping their purrs would guide him to the afterlife. Legend has it that the funeral escort killed anyone and anything that crossed their path to conceal his final resting place. After the tomb was completed, soldiers had 1,000 horses trample any evidence of his burial site and to this day, it remains hidden. Khan’s black spirit flag continued waving as his third son, Ogedei, would inherit and expand an empire stretching from the Caspian Sea in the west all the way to the East Sea.



UNIQUE UNIT: KESHIG
The Mongolian Keshig (loosely translated as “The Favored” or “The Blessed”) were the elite imperial guard of the Great Khan. Split up into daytime (Torguud) and nighttime (Khevtuul) based troops, these mounted warriors were originally comprised of Genghis Khan’s most loyal fighters. The Keshig were well-equipped, using their composite bows and mobility to harry opponents from a distance. As horse archers, they were second to none. The Keshig served as bodyguards and they are the perfect escort for slower-moving civilian and support units – and can get them to travel at a faster movement rate.


 
UNIQUE IMPROVEMENT: ORDU
“Ordu” means “palace tent.” However, an ordu was something much more than just a simple tent—it was the center of the tribe for the nomadic Mongolians.

An ordu served as the mobile headquarters and main encampment for the Khan and his warriors. Though built for travel, it had style, from simple decorations to carefully sewn patterns. The ordu moved with the Khan and his warriors as they went on campaign, ensuring they always felt at home no matter where they traveled. That’s why ordus grant a movement bonus to light and heavy cavalry.

UNIQUE CIV ABILITY: ÖRTOO
Because the Mongol hordes were so quick, the messengers had to be even quicker. The Örtoo served as a supply route system widely used by Genghis Khan and the Khans to follow him. These relay stations provided support for messengers to help speed up the delivery of intelligence information. Think of it as a combat-focused trading route, so take advantage of the Örtoo ability to get a boost in Combat Strength and Diplomatic Visibility over your opponents.

UNIQUE LEADER ABILITY: MONGOL HORDE
Genghis Khan’s feared Mongol Horde – and his reputation for utterly destroying enemies – made him legend. With Genghis Khan’s unique ability, all Mongolian cavalry class units gain a combat bonus and a chance to capture enemy cavalry class units to further grow his horde.

Genghis Khan returns in Civilization VI: Rise and Fall. There are a total of nine leaders and eight civilizations coming when the expansion releases on February 8, 2018.

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Sid Meier’s Civilization® VI - 2kschug


Imagine knowing at four years old that you’re next in line to lead the Dutch. That’s exactly what happened for Queen Wilhelmina, whose rule of the Netherlands began when she turned 18. Queen Wilhelmina saw the dawn of the 20th century, the economic collapse of the 1930s and led through both World Wars.

Her nearly 58-year reign is often remembered for her role maintaining Dutch neutrality during World War I and inspiring the Dutch resistance during World War II. Queen Victoria of the United Kingdom described the young Wilhelmina as pretty, polite, and intelligent, but Kaiser Wilhelm II of Germany could attest to her wry wit. During a meeting prior to World War I, the Kaiser commented that his guards were “seven feet tall,” while Queen Wilhelmina’s were “only shoulder high.” She elegantly responded, “Quite true, Your Majesty, your guards are seven feet tall, but when we open our dikes, the water is ten feet deep!” The Netherlands maintained neutrality for the duration of World War I thanks to negotiations with the German Emperor—perhaps he remembered her threat. Despite Dutch neutrality, Wilhelmina supported a strong defense policy throughout the Great War.

The Dutch, well known for their trading, were blockaded by Allied forces by the close of WWI despite their claims of neutrality. Amidst all this, and around the wreckage of the world economy, Wilhelmina’s prudent investments would see her become one of the wealthiest people in the world. At least until Germany invaded the Netherlands on May 10th, 1940.

Queen Wilhelmina declared a “flaming protest” at the attacks on her territory. She fled the Netherlands, taking refuge in England and sending her family to Canada for the war’s duration. Her departure was a calculated rather than cowardly move— if she remained, her people would assume collaboration. Wilhelmina’s departure declared her resistance. Her government-in-exile remained in London until the war’s end, and she encouraged occupied territories to remain strong on Radio Oranje. Spurred on by her words, the Dutch resistance fought on until her return in 1945. 


 
UNIQUE UNIT: DE ZEVEN PROVINCIEN
The Dutch-built De Zeven Provinciën (“The Seven Provinces”)-class ships were not only devastating to enemy ships, but could lay siege to harbor cities. These powerful ships of the line were nearly half the length of a football field (either variety), armed with a minimum of 80 guns spread across two gun decks. They served as the naval backbone of multiple battles in the Anglo-Dutch wars—battles nobody expected a mercantile power to win. Nevertheless, these ships proved the Dutch could hold their own against other (presumably) mightier naval powers.



UNIQUE IMPROVEMENT: POLDER
The Dutch are respected not just for their trade empire, but for their ingenuity as well. Polders are low-lying land tracts encircled by dikes. The only way water enters the area is through manually operated devices. They result in land reclamation efforts, creating flood plains separated from the sea and drainable marshes. While there are obvious benefits like extra land to grow food and increased production, Polders also served a military purpose. As Wilhelmina alluded to Kaiser Wilhelm II, opening the sluice gates at high tide and sealing them at low tide created an inaccessible swamp the German army couldn’t cross during WWI.

UNIQUE CIV ABILITY: GROTE RIVIEREN
Literally translated – “Great Rivers” refers to waterways that have been a natural dividing line across the Netherlands. These rivers formed the boundaries between states and even served as a way to mark the edges of empires. The navigable rivers and canals built around them were the foundation upon which the Dutch built their culture – and massive mercantile fleets. That’s why the Netherlands gain major adjacency bonuses for Campuses, Theater Squares and Industrial Zones if near a river. 

UNIQUE LEADER ABILITY: RADIO ORANJE
 Wilhelmina broadcast a voice of resistance for the Dutch during WW II – “Radio Oranje” – inspiring her people from afar. Since the Dutch are world-renown for their trade routes and merchant ships, put them to good use with Wilhelmina’s ability. After establishing trades routes to and from foreign cities, you’ll gain Culture bonuses.

Wilhelmina is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases on February 8, 2018.

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Sid Meier’s Civilization® VI - 2kschug


Long before Seondeok was crowned Queen of Silla (now Korea), legends tell of her being incredibly clever. That insightfulness made her a diplomat to be respected and a strategist to be feared.

With no male successors, Seondeok became the rightful heir after King Jinpyeong’s death in 632. This lead to infighting and some outright rebellions – the notion of having a Queen instead of a King didn’t sit well with some factions.

One revolt leader claimed that a falling star signaled Seondeok wasn’t fit to lead. That it was a sign of the end of her reign. The Queen’s solution: Fly a burning kite high in the night sky to signal that the star is back in its place.   

All the while, she still set about major projects to improve the lives of the Sillan people. Welfare policies were put in place to help the most impoverished citizens. She invested heavily in education, allowing knowledge in the arts and sciences to flourish during her rule. Seondeok commissioned the Cheomseongdae, an astronomical observatory to be built in Silla’s capital. It’s no wonder that Seondeok’s big in-game bonus is for science. And while Buddhism was already the state’s religion, she integrated it further into society, refurbished old temples and broke ground on many new ones.

The Queen did all this during her 15-year reign while also fending off neighboring kingdoms. It was through her ability to balance shrewd diplomacy with threats of force when needed that she even accomplished what some would think impossible: Forging an unlikely alliance with Tang Dynasty China.

Seondeok not only managed to get China to support Silla militarily, she also rejected stepping down for them to rule in her stead. While she didn’t live to see it, Seondeok put pieces in motion to let Silla thrive by pitting neighboring kingdoms against each other…and getting one step closer to a united Korea.



UNIQUE DISTRICT: SEOWON
Replacing the Campus district, the Seowon is home to many academic endeavors. Built into the hills, they functioned as both Confucian shrines and scenic preparatory schools in 16th Century Korea. Seonbi (intellectual aristocracy during the Joseon Dynasty) sympathized with the commoners’ plights and this philosophy found its way into the Seowons – attended largely by aristocratic children. These academies became ideal places to discuss politics and explore new ideas regarding Neo-Confucianism, Korea’s contemporary culture and government.



UNIQUE UNIT: HWACHA
The hwacha is an unassuming two-wheeled cart, but this mobile ballista was deadly in the defense of Korea. A hwacha could launch a hundred rocket arrows against distant targets in seconds. Or, with a changeable module, fire off 200 Chongtong bullets.

Hwachas are considered to have turned the tide of the Imjin War. From 1592 – 1598, hwacha were widely used to aid in repelling Japanese invasions – roughly 50 units deployed in Hanseong (modern day Seoul) and another 80 along the northern borders. The most telling victory came during the Battle of Haengju where Korean soldiers beat back a force ten times its size thanks to 40 hwachas.

UNIQUE CIV ABILITY: THREE KINGDOMS
Korea’s unique ability is called “Three Kingdoms” and to make the most of it, be sure to build mines and farms adjacent to a Seowon. Mines receive bonus science and farms will yield bonus food from this placement.

UNIQUE LEADER ABILITY: HWARANG
Seondeok improved the lives of her subjects through education. Take advantage of that with Hwarang. It grants players a bonus to both science and culture in all cities with an established governor.

Seondeok is one of the nine new leaders coming with Civilization VI: Rise and Fall when the expansion releases in early 2018.

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Sid Meier’s Civilization® VI - 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?”

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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.

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Sid Meier’s Civilization® VI - 2kschug
An update for Civilization VI is available now for PC players and coming soon for Mac and Linux. This update is an improvement to start location issues including civilizations and city-states spawning too close together, as well as starting in severely disadvantaged areas. We will continue to monitor community feedback as we support Civilization VI.

*We have received reports that some players are still experiencing start location issues. We appreciate your feedback and are currently investigating this for future updates. If you are experiencing this issue, please contact us at https://support.2k.com/.
Sid Meier’s Civilization® VI - Hinkle2K

The Fall 2017 update for Civilization VI is available now for PC players and coming soon for Mac and Linux. Just one of the big changes here: Religion has been overhauled. Religion gets fleshed out with new beliefs, new religious units, two new Pantheons, along with new Founder, Follower, Enhancer, and Worship Beliefs. These beliefs unlock the ability to build two new buildings as well as a new combat unit, the Warrior Monk. Finally, the Religion Lens has been overhauled to improve overall usability and readability. Beyond religion, there’s a number of other changes in store. For more details, see the complete list below:

http://store.steampowered.com/app/645401/Civilization_VI__Khmer_and_Indonesia_Civilization__Scenario_Pack/  
[NEW]
  • Khmer
    • Civ Unique Ability: Grand Barays - Farms provide +2 Food if adjacent to an Aqueduct. +3 Faith and +1 Amenity to each city with an Aqueduct.
    • Jayavarman VII Unique Ability: Monasteries of the King - Holy Sites provide +2 Food and +1 Housing if placed on a river. Holy Sites provide a culture bomb.
    • Domrey: Unlocks with Military Engineering technology. Unique Medieval era siege unit. Can move and shoot in the same turn and exerts zone of control.
    • Prasat: Same yield as Temple. Missionaries purchased in this city receive the Martyr promotion. +1 Relic slot.
  • Indonesia
    • Civ Unique Ability: Great Nusantara - Minor Adjacency for Coastal tiles to Holy Site, Campus, Industrial Zone, and Theater Square. +1 Amenity to each Entertainment Complex adjacent to a coastal tile.
    • Gitarja Unique Ability: Exalted Goddess of the Three Worlds - Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast.
    • Jong: Replaces Frigate. Unlocks with Mercenaries civic. +1 Movement.  All units in formation inherit movement speed. +5 to combat when in a formation.
    • Kampung: Unique improvement placed on Coastal tiles that are adjacent to a sea resource. +1 Housing. +1 Production. +1 Food for each adjacent Fishing Boat. More Housing, Production, and Tourism as you advance through the game.
  • Angkor Wat Wonder
    • +1 Population in all Current Cities when built. +1 Housing in all cities. Must be built adjacent to an Aqueduct district.
  • Ha Long Bay Natural Wonder
    • Two tile natural wonder that can be found on coastal terrain and provides +3 Food, +1 Production, and +1 Culture. +15 Combat Strength when defending in this tile.
  • ‘Path to Nirvana’ Scenario
    • The lands around the Indian Ocean flourish with many religions and many people. Heaven has chosen you to bring the light to all these lands. Is your faith up to the challenge? Can you convince the people of Southeast Asia to follow your religion? In this 50 turn scenario, compete to have the most followers of your religion, the most faith per turn, and the most foreign cities following your religion.
 

[RELIGION UPDATE]
  • Overhauled “Religion Lens”
  • All religious units move on their own layer (similar to Trade Units and Spies)
  • Switched to unique unit flag backing for religious units
  • Display religion (if applicable) for a unit to be purchased with Faith
  • Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
  • Added Religion indicators to unit flags
  • Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
  • Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
    • Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
  • Added the Guru religious support unit, which can heal nearby religious units
  • Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
  • Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
  • Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
  • Adding religious pressure to both ends of a trade route:
    • Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
    • Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
  • Added 8 new Relics
 

[UI ENHANCEMENTS]
  • Updated Diplomacy screens to improve readability and usability
  • Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
  • New medallion style art for Great People
  • Capital icons now appear on city banners in espionage chooser menu
  • Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
  • Changed sort order for gossip so most recent messages are shown first
  • Ensure plot tooltips show up after mousing over 2D icons in same plot
  • Trade route chooser now sorts routes when filtered by a yield
  • Lots of changes to make assorted UI screens more moddable/extensible
 

[AI TUNING]
  • Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
  • AI will attempt to re-convert its holy cities
  • AI will no longer commit to battles they cannot win
  • Improve AI city and district placement
  • Improved AI’s valuation of great works
  • Improved Scout’s drive to explore Tribal Villages
  • Improved siege attacks
  • Adjusted religious strategies, preventing large hordes of units going to the same, distant city
  • New AI support for Religious Heal and Condemn Heretic actions
  • Improve AI use of Inquisitors
  • Money Grubber agenda is no longer as sensitive to fluctuations in income
 

[MULTIPLAYER]
  • Ongoing stability improvements
 

[BALANCE CHANGES]
  • Removed some of the least useful Gossip messages to improve signal to noise:
    • Buildings constructed if from 2 eras earlier than the constructing player's current era
    • Civic cultivated if from 1 era earlier than developing player's current era
    • Influenced city-state if not tied or higher than all other players
    • Land unit promoted if only to Level 2
    • Naval unit promoted if only to Level 2
    • Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
    • Tech researched if from 1 era earlier than researching player's current era
  • Move +1 embark speed from Cartography to Square Rigging
  • Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
  • Add Guilds as a prereq for Humanism so you have Theater Square before Museums
  • Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
  • Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
  • Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability
 

[BUG FIXES]
  • AI will now recruit Great People when they take control of a human's game in MP
  • Fixed an issue where AI would trade invalid items
  • Fixed issues where AI appears to refuse their own deal proposals
  • Corrected an error that made the AI very unlikely to agree to alliances
  • Added missing description text for Broadway (+20% Culture for the city)
  • Fixed Colonial Taxes to be the listed 25% boost
  • Fix player being able to make peace with city states while at war with the suzerain
  • Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
  • Fixed the Hanging Gardens not granting Appeal
  • Archery tech boost earned by a Slinger on defense
  • Unique districts don’t count twice for Mathematics tech boost
  • Fix Housing from Monarchy to properly be +1 for each level of Wall
  • Culture Bombs can no longer steal National Park tiles
  • Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
  • Captured spies are immediately returned when a player is defeated
  • Gold costs of delegations is correct at all game speeds
  • Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
  • Embarked combat units can no longer capture enemy embarked civilians
  • Additional bug fixes
 

[MISC]
  • Changed Jakarta City-State to Bandar Brunei
  • Added Motion Blur to leaders
 

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

Dyah Gitarja went from being a princess locked in a tower to the warrior-queen regent of a 14th Century spice empire, the kingdom of Majapahit (located in modern day Indonesia). It all started with an assassination.

As the Duchess of Kahuripan, she lived a sheltered life. As described in the epic poem 'Nagarakretagama,’ though, Gitarja’s ascent began with the murder of her half-brother, King Jayanagara in 1328. She then came to power by order of her mother the following year. Gitarja wound up ruling with the help of her spouse, Kritavardhana, during a time of chaos and open revolt.

With the help of Gajah Mada, a long-trusted advisor, she began a campaign to quell rebellions and push a massive expansion of the Majapahit Empire. Legend tells us that Gitarja even rode into battle alongside her cousin, Malayapuran king Adityawarman. Ultimately, she is remembered for expanding the boundaries of her empire to include the kingdoms of Pejeng, Dalem, Debahulu and the island of Bali while helping stabilize the kingdom.

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UNIQUE UNIT: JONG

Massive jong ships, the schooner of the Majapahit fleet, dominated the Southeast Asian seas. While primarily a merchant ship and military transport, jongs were built to withstand incoming cannon fire and return the favor with its own ordinance. And, with the addition of a second rudder, a 600-ton jong was fast, yet easy to control.


UNIQUE IMPROVEMENT: KAMPUNG

In the densely-packed islands of Southeast Asia, local rulers needed to house people while also keeping them safe from floods and wildlife. These tightly-clustered communities of houses on stilts – or kampung – were the answer.

In fact, foreign visitors were so impressed by the efficiency of Indonesian and Malay kampungs with their high-population density that they adopted the term in the English ‘compound.’


CIV UNIQUE ABILITY: “GREAT NUSANTARA”

“Nusantara” is a contemporary term for the Indonesian archipelago, but for some time had been credited to Gitarja’s advisor – Gajah Mada. In an oath known as Sumpah Palapa, he vowed not to eat any food containing spices until he had conquered all of Nusantara under the glory of Majapahit. As a coastal civilization, it only makes sense Indonesian Coastal Tiles provide adjacency bonuses for certain districts. Complexes give an extra Amenity if they are adjacent to a non-lake Coastal Tile.

LEADER UNIQUE ABILITY: “EXALTED GODDESS OF THE THREE WORLDS”

The Majapahit kingdom expanded on the strength of its naval might, buoyed by the spice trade and spreading the beliefs of the Buddhist-Hindu kingdom. 

The “Exalted Goddess of the Three Worlds” ability grants bonus Faith to coastal cities. This allows Gitarja to purchase Naval units with Faith at a discount, as well as eliminating movement cost for Religious unit to embark or disembark.

Anyone who purchased the Digital Deluxe Edition of Civilization VI will receive this leader – and the DLC pack – automatically when it 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 - Hinkle2K


Much of that we know about King Jayavarman VII comes from inscriptions on the temple at Räjavihära (now Ta Prohm). These inscriptions offer a rich, yet still incomplete history of this beloved king of the Khmer Empire.

Rising to power during a period of crisis for the Khmer, Jayavarman was a military leader. By 1181, Jayavarman VII had repelled Cham invaders to the north and when hostilities died down, he crowned himself king. But instead of turning outward and seeking to aggressively expand, he focused on his people.

King Jayavarman VII saw himself as a warrior for his subjects. As a result, his rule was marked by its tolerance and his drive to create a place of safety and paradise for his subjects.

He went on to make Mahayana Buddhism the state religion, breaking with 400 years of Khmer Hinduism. And to mark the occasion, he would initiate an era of unprecedented construction and infrastructure creation. Among the improvements made on his watch: numerous temples, 102 hospitals, stone-paved highways out of reach of flood waters, the 54 towers at Bayon, and extensive irrigation projects. Another documented project was the construction of rest houses every 15 km throughout the kingdom.

King Jayavarman VII and his people-driven reign remains fondly remembered in Cambodia, where he figured prominently in state-produced education materials well into the 20th century.

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UNIQUE UNIT: THE DOMREY

Khmer employed war elephants in their military campaigns. Once docile farming animals, Domrey were 12,000 pounds of might used to break enemy lines and stampede through enemy forces. Usually, Khmer riders would use the precision of double crossbows to supplement the raw power of their elephants; however, the Domrey variant here adds the sheer force of a mounted ballista, making it more mobile (and more deadly) than a traditional catapult.


UNIQUE IMPROVEMENT: THE PRASAT

These holy sites at the center of Khmer worship would serve as both symbols of their warrior-kings’ piety and their engineers' brilliance. The earliest Khmer temple on record is Prasat Ak Yom (c. 800), its design reflecting the South Indian tradition of 'ratha'-style temples, towering edifices terminating in a crown at the top. Of course, the Khmer would add their own flourish, adding prangs, or towers to the structures. 


LEADER UNIQUE ABILITY: “MONASTARIES OF THE KING”
With Jayavaraman VII’s pious devotion, it makes sense that his unique ability, “Monasteries of the King,” would highlight his religious reform. Playing as Jayavaraman VII, you can grab adjacent territory when you complete your Holy Sites, which also provide additional Food and Housing when built on a river.

CIV UNIQUE ABILITY: “GRAND BARAYS”
 
The “Grand Barays” ability focuses on Jayavaraman VII’s devotion to providing infrastructure to his people. This ability increases Khmer’s food yield when Farms are built next to Aqueducts, and makes Aqueducts far more versatile by granting bonuses to Faith and an Amenity.

Anyone who purchased the Digital Deluxe Edition of Civilization VI will receive this leader – and the DLC pack – automatically when it 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 - Hinkle2K

The “Fall 2017 Update” brings some major changes. The biggest: An update to the Religion system is coming to Civilization VI. I’m Sarah Darney with the dev team, and here’s a quick heads up on some of what you can expect.

ROUNDING OUT RELIGION
Religion gets fleshed out with new beliefs and religious units. Two new Pantheons will be get introduced into the game, along with new Founder, Follower, Enhancer, and Worship Beliefs. These beliefs unlock the ability to build two new buildings as well as a new combat unit, the Warrior Monk.

We also heard your requests for a deeper overall experience – and took that to heart with revamped religious combat.  Religious units can now exert Zone of Control and receive Flank and Support bonuses in religious combat. Meanwhile, the Guru religious support unit can heal nearby religious units.

Finally, the Religion Lens has been overhauled to improve overall usability and readability. You’ll also find UI touches, such as religion indicators on unit flags, to remove all guesswork on where a unit’s allegiance lies.

MORE UI, BALANCE AND AI TWEAKS COMING
There are also a good number of UI, AI, and balance enhancements coming with the “Fall 2017 Update.” Here are some of the stand-out improvements.

The oceans are safe no longer, as the AI players have increased their building of naval units, as well as fleets and armadas. Additionally, they are better at healing and protecting their naval units. Brace for coastal assaults! With the upcoming addition of one of our new civs, this change is especially exciting.

We’re removing the least useful Gossip messages, which means you will now receive the most important news about what other players are up to, and you won’t have to search through all of the world’s happenings to get to it.

Finally, you’ll notice overall changes to the UI, including an update to the Diplomacy screens to ensure all information is clear and easy to find. Beyond this, the Great People art has been updated to feel more “great” and make this screen easier to navigate; Capital icons now show on city banners in the Espionage Mission selection menu, and many smaller changes have been made to the menus to make screens more moddable and extensible.

More changes are coming soon with the “Fall 2017 Update” and we’ll give you a full breakdown of everything going into it when it’s 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.

         
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