Sid Meier’s Civilization® VI - 2kschug


Civilization VI: Rise and Fall will receive a new update to address community feedback and balance changes. Watch lead designer Anton Strenger share the vision behind this update, and check back soon for full details when the update goes live.

https://www.youtube.com/watch?v=jb278q5X9v4
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 - 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.

https://www.youtube.com/watch?v=ZSFhqOPiU-E
SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

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.

GENERAL 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.
BALANCE CHANGES
  • 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.
 AI UPDATES
  • 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.
UI UPDATES
  • 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.
 BUG FIXES
  • 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.

https://www.youtube.com/watch?v=ZSFhqOPiU-E
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 - 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 - 2kschug
Civilization VI: Rise and Fall is now available! Get the new expansion here:

http://store.steampowered.com/app/645402/Sid_Meiers_Civilization_VI_Rise_and_Fall/

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.
https://www.youtube.com/watch?v=h31myLyc_qk
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 - 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! http://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/
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 (as well as the addition of the Civilization VI: Rise and Fall expansion) may require you to update your mods, as certain interface and backend adjustments have been made.

This patch is only for the Civilization VI base game and is being released prior to the “Rise and Fall” expansion. Please note that this update does not include the “Rise and Fall” expansion. Civilization VI: Rise and Fall will be available to download at 00:00 ET on 2/8/18.

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 2K Forums. Stay civilized!

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.

BASE GAME PATCH NOTES

ENHANCEMENTS
  • Rework start position algorithm to spread major powers evenly across the map first and then insert city-states in the margins.  Results in improved distances between Civilizations and better quality for major civ start positions.
  • Add notification about production salvaged from a Wonder. Make sure that production is credited.
BALANCE CHANGES
  • Diplomatic actions now scale with game speed.
  • Government Policies that increase production on Melee class units now include Anti-Cavalry class units.
  • Change tech boost for Steel to add a soft prerequisite that hints you probably want Ironclads before Destroyers.
  • Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)
  • Healing plunder reward from Farms reduced from 100 to 50.
  • ‘Sack’ government policy has been removed and its effects have been added to the ‘Raid’ policy.
  • Naval combat changes – Bombard land units are now more effective against naval units, Ranged land units are less effective against naval units.
  • Pillage rewards are now displayed in the tooltip of the Pillage action button.
  • Boost number of random Apostle Promotions from 2 to 3.
  • Reduce Science per population from 0.7 down to 0.5.
  • Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.
  • Gold and Faith rewards from Tribal Villages now scale with Game Speed.
GENERAL BUG FIXES
  • Apostles could run out of random promotions to choose from.
  • If a spy is traveling to a city that changes hands, abort travel and return them to your capital.
  • Warrior Monks now benefit from Great Generals and can earn the Spear of Fionn promotion.
  • Abundant resource will spawn sea luxuries.
  • Units levied from a city-state will now retain any promotions earned while controlled by a player.
  • Fixed several issues with obsolete units appearing in the production menu for a city.
  • Fortified units will now properly ‘wake up’ after being attacked.
  • Fortified or Sleeping units that have been expelled from a city will now properly ‘wake up’.
  • Support units can now be levied from City-States.
  • Fixed a bug preventing Ranged Cavalry class units from receiving the combat bonus from the Spear of Fionn ability.
  • Fixed an issue with embarked units not being able to heal in friendly territory.
  • Properly abort all spy missions if a city changes hands.
  • Fixed an issue that caused zone of control UI to show between religious units of the same player.
  • Properly update siege status of a city when units die, are deleted, etc.
  • Don’t award a Spread Religion charge to Gurus from the Mosque.
  • Make sure losing Kandy as an ally doesn’t interfere with the Reliquaries belief.
AI
  • Fixed an issue that was causing the AI to send multiple spies on the same mission.
  • AI will look at graphic change on spaceports, and can target their spies to spaceports that are performing their science victory projects.
  • Improved opportunity cost considerations for district placement.
  • Improve ability to place / use aqueducts.
  • AI knows to move builders back into their territory if they get caught outside.
  • AI will not complain about stealth units it can’t see being too close to its border.
  • AI is much less likely to trade its cities away as part of a peace deal.
  • Improved resource trading, AI considers luxury resources it is currently importing.
  • Improved new city placement, also fixed issues where the settler would try to travel through hostile territory to get an escort.
  • AI prefers garrisoning ranged units over melee.
  • If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that.
  • Fixed coordinating ranged attacks.
MULTIPLAYER
  • Changing default Resources option to Standard for multiplayer. There is a map generation issue where setting Resources to Abundant and StartPosition to Balanced results in civ starting positions being too close together.
  • Players could not ready up when dirty from another match.
  • Improved stability when players connect to or disconnect from launching games.
  • Pausing the game could desync multiplayer games.
  • Missing official content icon was not working in the multiplayer lobby.
  • Improved stability when game host leaves game in multiplayer.
  • Made sure you can’t declare war on a Teammate.
CIV-SPECIFIC BUG FIXES
  • Properly credit Kongo with 1 Culture, 1 Tourism if multiple works from the same artist are in the Palace.
  • Don’t give the Hansa bonuses for adjacent Antiquity Sites/Shipwrecks.
  • Allow India to train Warrior Monks if 1 follower of that religion is in the city.
  • Fix Arabia’s unique ability so only FOREIGN cities following their religion that add Science.
  • If the Kongo captures a city-state, don’t let them grab a Holy Site.
USER INTERFACE IMPROVEMENTS
  • Show turns until Anarchy clears.
  • Show turns until Friendship lapses.
  • Defeated notification indicates whether a city-state or full civ was eliminated.
  • Remove warmonger information on the Keep City dialog if city received in a trade.
  • Only allow religious units to Rest/Repair on tiles where they are close enough to a Holy Site to actually heal.
  • Do not hide Casus Belli sub-menu if a denouncement has not occurred (so the reason that war can't be declared is clearer to the player).
  • Show turns until Denouncement clears.
  • Correct timing of Culture Victory imminent message.
  • Add notification if an enemy spy escaped your police.
  • Emphasized several notifications indicating negative effects on the player.
  • Civilopedia bug fixes and improvements.
  • Trade Route panel bug fixes and improvements.
  • Corrected an Issue where incorrect team numbers were displayed.
  • Add whether or not an original capital was conquered or not to the associated gossip message.
  • Show requirements for each Casus Belli when that option is grayed out.
  • Fixed map pin corruption when deleting and adding map pins.
  • Version mismatched games are colored differently in multiplayer lobby.
  • If multiple players are affected by a nuclear attack, the Declare War warning dialog will now appropriately list all players involved.
  • Always show the player’s own cities first in the list of trade route destinations.
ART
  • New Barbarian Scout skin.
  • Animation fix for Gorgo.
WRITING
  • Various text updates and bug fixes.
Sid Meier’s Civilization® VI - 2kschug

Unquestionably one of military history’s greatest commanders, Shaka’s reforms to the Zulu armies gave them efficiency, organization, and lethality – making the impi one of the most feared forces in the world. Equally notable are Shaka’s wrath and grief which resulted in thousands of lives lost on the African continent.

He was born the illegitimate son of Zulu chief Senzangakhona, and Nandi, the daughter of a Langeni chief. The Zulu chieftain would eventually exile Nandi and Shaka. Driven out and scorned, Nandi found safe haven with the Mthethwa chief, Dingiswayo.

During this time, Shaka enrolled in the ibutho, a traditional regional military cadre program. Young men of the same age group would get grouped together into a unit within the ibutho, and the unit would eventually disband when the men aged out of the warrior class. Shaka’s unit served under the command of the chief. Dingiswayo laid the groundwork for the system of command that would eventually be brought to ultimate refinement under Shaka.

When his biological father died in 1816, Shaka, by now a renowned commander in his own right, left Dingiswayo’s armies and returned to lead the Zulu, who were at this time the smallest of the region’s Bantu clans. Southern Africa would quickly learn to fear the Zulu.

Shaka immediately reorganized the army and its training. The age-grade system of the ibutho was refined and strengthened into an age-based regimental organization, with each regiment having a distinct fortified village (or ikanda), uniform heraldry on their ox-hide shields, specific ornamentation in jewelry and headdresses, and sworn loyalty to Shaka. Organization of the impi and its tactics were standardized. Shaka introduced a corps of officers, promoted on the basis of merit and ability, from all the subordinate tribes. Comparisons to the Marian reformations of the Roman Legions are apt; both commanders took control of fundamentally competent basic forces, and transformed them into unstoppable military machines.

Shaka then took his impi on a march of conquest. His first conquest was said to be the Langeni, who humiliated him as a boy. When his former commander Dingiswayo was assassinated by the rival Zulu chief Zwide, Shaka swore vengeance, and a full-scale civil war of the Zulu broke out. Zwide was decisively routed at the Battle of Gqokli Hill by a force half his size under Shaka’s command.

But Shaka’s reign was not uncontested. There was substantial opposition to his policies within his own kingdom. Escalation of warfare between tribes into near-extermination were a marked change from previous patterns of war. Tensions were exacerbated when Shaka granted European traders concessions. But it was the death of his mother in 1827 that seems to have marked the beginning of the end of Shaka – and the bloodiest part of his reign.

Grief-stricken, Shaka ordered that no crops be planted, nor milk used for a year (and milk was the staple of the Zulu diet). Women found pregnant were to be killed with their husbands, as was anyone found to be insufficiently mournful. Cows were to be slaughtered “so that calves would know what it was like to lose a mother.” 7,000 of Shaka's subjects were killed in his grief, according to accounts.

His two half-brothers had been actively conspiring against him for some time. In 1828, while the impi were on campaign to the north, he was assassinated by his half-brothers Dingane and Mhlangana, along with a third co-conspirator named Mbopa. Tradition states that Shaka’s dying words were a warning both about the growing power of the Europeans in South Africa and about the peril of Zulu disunity.

The meteoric rise of the Zulu under Shaka, coming at a time of increasing European colonization in the region, had a profound and complex impact on the history and culture of Southern Africa, whose implications are still debated and considered. Shaka’s legacy as a ruler is not a simple one, even within Zulu culture today. But his impact on the history of the world is beyond question. 


UNIQUE UNIT – IMPI
The powerful warrior regiments of the Zulu were already a formidable force when the ambitious Shaka taught them new techniques: combining the iklwa (a short stabbing spear with a broader blade than a throwing spear) and the ishlangu (a large, oval shield with cowhide layered on top). They trained to form shield walls, both to blunt projectiles and to hide their true numbers, and attack with a “buffalo horns” formation – greener troops would sweep out and around to pin the enemy’s flanks (the horns), while a more experienced center would slam into the pinned enemy (the rest of the buffalo).

The impi training regimes under Shaka were nothing less than brutal, but harsh conditioning led to tightly bonded, well-disciplined soldiers able to carry out complex formations with ease. These Pikeman replacements have an increased flanking bonus, are less expensive than other combat units of the same era, have a low maintenance cost, and earn XP faster.


UNIQUE DISTRICT – IKANDA
The ikanda (also known as a “kraal” or “umuzi”) were self-sufficient, fortified Zulu homesteads. A double palisade protected its residents—the inner wall kept livestock in and the outer wall kept interlopers out. Ikanda were ideally placed uphill for reasons both practical and strategic: rainwater flowed downhill to clean the ikanda, while opponents were forced to attack an elevated position.  Within Shaka’s military structure, a regiment would be stationed in an ikanda. It’s where they trained and lived.

As the Zulus conquered and absorbed neighboring tribes, more ikanda would sprout up. These encampment replacements, unique to the Zulu – provide additional housing. Once Civic or Technology prerequisites are met, Corps and Armies can be built outright. This also leads to faster Corps and Army creation.

UNIQUE LEADER ABILITY – AMABUTHO
By the age of 23, Shaka lead an impi regiment. He continued his rise based upon his deeds, becoming one of chieftain Dingiswayo’s most highly-regarded commanders. Shaka was also known for drilling and rearming his troops, trading light throwing spears (assegai) for the broad-bladed iklwa and large cowhide-covered shields. As a result, in the game, Shaka may form Corps (Mercenaries Civic) and Armies (Nationalism Civic) earlier. Amabutho alsoprovides an additional Base Combat Strength to both Corps and Armies.

UNIQUE CIV ABILITY – ISIBONGO
A tribe, once conquered, was subordinated into the Zulu kingdom, its young men were incorporated into the ibutho, and then the Zulu marched on. Shaka also offered diplomatic carrots, with the stick of the impi ever-present. That’s reflected in the game with Isibongo. After Shaka conquers a city, it gains bonus Loyalty when garrisoned. Conquering a city with a unit will upgrade it into a Corps or Army, if the proper Civics are unlocked.

https://www.youtube.com/watch?v=owalOCcMZgU
SUBSCRIBE ➜ HTTP://2KGAM.ES/CIVILIZATIONYT

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

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


Imagine leading a rebellion against an invading force – as a teenager, no less – then remaining a rallying symbol for your people hundreds of years after the fact. Lautaro, revered among the people of Chile as the Toqui (a war chief or literally translated, “axe-bearer”), defied Spanish Conquistadors, escaped enslavement and cemented his legacy while facing overwhelming odds.

Long before his first encounters with the Spanish (who had trouble pronouncing the native tongue) Lautaro was actually known as Leftraru, or "Swift Hawk" in the Mapuche language. Lautaro lead a relatively quiet early life until the Spanish aggressively colonized Chile at the expense of the indigenous people. With every Spanish fort built, Mapuche territory got pushed further. Eventually, the local populace started pushing back. Lautaro, the son of a Mapuche chief, was captured by the Spanish.

Managing to escape roughly three years later, Lautaro finally did return to the Mapuche.  A council of war declared that Lautaro would serve as vice-Toqui to a powerful warrior known as Caupolican and together, they led an assault on the Spanish forts scattered across their territory.

Today, Lautaro is among the most famous military leaders in Chilean history, considered by many to be the nation's first true General in light of his battlefield tactics. The overwhelming forces of the Spanish did little to slow Lautaro's determination, and his efforts spurred a period of resistance that lasted for nearly three centuries after his passing.



UNIQUE UNIT – MALON RAIDER
The 16th Century brought a Spanish invasion to what is now southern Chile. It also brought horses, which the Mapuche were unfamiliar with before encountering the conquistadors. Their presence on the battlefield forced the Mapuche to adjust their tactics. Partly due to Lautaro’s time enslaved to the Spanish, the Mapuche quickly learned how to use horses, turning one of the greatest Spanish advantages against them. The mounted malón raiders—so named for their retributive attacks on invaders—would launch quick raids to harass an enemy, before leading a responding enemy into an ambush. As a result, this unique Renaissance Era unit gets combat bonuses when fighting near friendly territory and pillaging costs less movement.



UNIQUE STRUCTURE – CHEMAMULL
The Mapuche erected great wooden tombstones to remember their dead. These chemamull are carved from a single log and placed beside a person’s tomb. These “people of wood” stand as tall as a person, crafted as recognizably male or female figures with arms crossed over their bodies.

The Mapuche built these wooden statues to protect the spirits of their loved ones. They believed each statue guarded its tomb and helped to reunite a spirit with its ancestors. Not only do these structures provide culture equal to 75% of a tile’s appeal, later in the game, the Mapuche benefit from a tourism boon thanks to chemamull.

UNIQUE LEADER ABILITY – SWIFT HAWK
True to his name, Lautaro (originally “Leftraru” in Mapuche which translates to “Swift Hawk”) found ways to probe and exploit weaknesses in the Spanish Conquistadors’ cavalry. As such, defeating an enemy unit in their own territory decreases the Loyalty of the owning city.

UNIQUE CIV ABILITY - TOQUI
As a war chief, Lautaro successfully took the fight to a superior force by rallying the Mapuche people. You’ll get a bonus while combatting civilizations already in a Golden Age. All units trained in cities with an established Governor gain more experience in combat.

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

https://www.youtube.com/watch?v=yUgDHpcWAAE
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 - 2kschug


Born among the Scottish aristocracy, Robert the Bruce is best remembered for his stalwart leadership of Scotland during the nation’s war for independence with England in the late 13th century. Robert successfully claimed the throne of Scotland and led his people to victory over the oppressive rule of England. 

Although the details of his early life are uncertain, Robert was born into a line of Scottish nobility and by the time he was 18 years old, Robert was already entangled in the elaborate web of politics surrounding the rule of Scotland.

Following the death of their queen in 1290, Scotland entered an interregnum or gap in governance. Edward I, King of England (known famously as Longshanks), was asked to choose her successor. When he selected John Balliol as the rightful heir in 1292 (over Robert the Bruce’s grandfather), both Robert and his father refused to accept the decision.

Rather than support the newly-crowned King John, the Bruces sided with Longshanks – the English king that chose John in the first place. This found the Bruce family at odds with many of their countryman.

Hearing of an alliance between the Scots and French in 1296, England invaded and dethroned King John – once again, leaving Scotland without a true monarch. Robert finally broke from his father's wishes and sought to align himself with those seeking to revolt. However, it wasn't until 1298 after once again siding with Longshanks at the Battle of Falkirk that Robert truly broke from the English king. After seeing his fellow countrymen defeated, including Sir William Wallace, the time had come for change. When Wallace ceded the title of Guardian of Scotland, Robert was named his successor.

Following a series of purported agreements and broken promises over the future of the Scottish throne, in 1306 Robert met with John Comyn, nephew to prior King John. Comyn was another strong claimant to the throne and potential rival to Robert. The details of their meeting are still debated to this day, but what is known for certain is that at some point the two came to blows and Comyn was killed by Robert. Less than two months later, Robert was named King of Scots by his fellow noblemen.

As King, Robert led Scotland in a prolonged conflict against England that persisted not only through the reign of Edward Longshanks but also that of his son, Edward II. For nearly eight years, Scotland and England volleyed for control of the nation, culminating in the Battle of Bannockburn in 1314. By some accounts Robert's forces were outnumbered three to one, yet through clever tactics the Scottish emerged victorious. Suffering thousands of casualties, the battle was an utter humiliation for England and King Edward. With momentum on his side, Robert now pushed back the English in their own lands as well as their territories in Ireland.

When the Pope finally recognized Robert as the true king and sole ruler of Scotland in 1324, England's claims to the country were all but over. By 1327, the Treaty of Edinburgh-Northampton officially marked the end of what eventually came to be known as the First War of Scottish Independence.

Although he lived to see his homeland free of English rule, on June 7th, 1329, Robert died at the age of 54. Despite the political conflicts that plagued the Bruce family during his formative years, Robert rose to the call of his people, finally shaking off the threat of England after more than a decade of turmoil.



UNIQUE UNIT – HIGHLANDER
The feared and respected Scottish Highlanders were ferocious on the battlefield. In fact, some scholars say that even the Vikings knew to avoid the nation. Starting in the sixteenth century, though, highlanders began trading in their bows for gunpowder firearms. By the 1700s, the Scottish highlands were in constant conflict, be it rebels, criminals or warring clans. King George I ordered the formation of what would be called “The Black Watch”, to help keep the peace. They served so well that by 1739 they were formed into His Majesty’s 42nd Regiment and shipped out to North America. Replacing the Ranger in Civilization VI, this strong recon unit gains a Combat Strength bonus fighting on hill and forest terrain.



UNIQUE STRUCTURE – GOLF COURSE
The true origins of golf remain debated, dating back to the Chinese, Persians and Romans, but we trace the modern game of golf to 15th-century Scotland. One of the earliest written records comes from James II's Act of Parliament of 6 March 1457, which banned golf and football. The reason: It was an unwelcome distraction to learning archery at a time when military training was compulsory for males over 12.

This once-banned pastime provides a number of bonuses for Scotland in Civilization VI. A Golf Course provides additional Amenity, Gold and Culture if placed adjacent to a City Center. It also provides additional Culture when located near an Entertainment Complex. Later in the game, it yields additional Tourism and Housing bonuses. Golf Course tiles can’t be swapped or placed in the Desert and Desert Hills.

UNIQUE LEADER ABILITY – BANNOCKBURN
The Battle of Bannockburn was a turning point in the Scot’s fight for independence from England. Estimates vary, but the English force – at least 50% larger than what the Bruce army was able to muster – suffered huge casualties. As a result, Scottish led raids into English territories. This translates into some war bonuses for the Scottish. Robert the Bruce can declare a War of Liberation after gaining the Defensive Tactics Civic. You also gain bonus Production and additional movement during a War of Liberation.

UNIQUE CIV ABILITY – SCOTTISH ENLIGHTENMENT
The 18th and 19th century marked a period of great scientific and intellectual achievements for the Scottish people. Discoveries in the sciences, math, literature – to Adam Smith’s “The Wealth of Nations,” which became the foundational economic theory that had immediate impacts for England back then and the modern world, today. Happy Cities receive additional Science and Production. They also generate a Great Scientist point per campus and a Great Engineer point per Industrial Zone.

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Robert the Bruce 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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