We're happy to share that the next FREE update for Civilization VI will be available to all players on August 27.
The Civilization VI - August 2020 Game Update, a free update that will be available to all Civilization VI players, adds some interesting new options for your games. With the Natural Wonder picker, you can customize which Natural Wonders will show up - or won't - in your session. Tech and Civics Shuffle mode adds a bit of mystery by randomizing your path forward on the Tech and Civics trees.
Make sure you watch the dev video above for all the info, and be sure to come back here when the update launches on August 27 for the full patch notes.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Today’s release of the Ethiopia Pack is the second in a planned series of premium and free updates for Civilization VI that we’re calling the New Frontier Pass. If you purchase the New Frontier Pass, you’ll also get the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs, also available alongside the release of the Ethiopia Pack today.
Here are the full update notes:
Persona Pack
Theodore Roosevelt (Rough Rider)
Unique Ability – Roosevelt Corollary
Units receive +5 Combat Strength on their home continent. Envoys sent to City-States you have a Trade Route to count as two Envoys. Gain the Rough Rider unique unit with Rifling.
Agenda – Big Stick Policy
Likes peaceful civilizations that have a city on his home continent.
Dislikes civilizations starting wars on his continent.
Theodore Roosevelt (Bull Moose)
Unique Ability – Antiquities and Parks
Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2 Culture. All tiles in a city with a National Park are +1 Appeal.
Agenda – The Bull Moose
Likes civilizations with high appeal tiles.
Dislikes civilizations with low appeal tiles.
Settles near high appeal tiles and builds more high appeal districts and wonders.
Catherine De Medici (Magnificence)
Unique Ability - Catherine’s Magnificences
Improved Luxury resources adjacent to Theater Square districts or Châteaux receive +2 Culture. May initiate the Court Festival project in any city with a Theater Square district. When the project finishes, players earn Culture and Tourism based on the number of excess copies of Luxury resources France possesses.
Agenda - Sumptuous Finery
Likes civilizations that trade Luxury resources to France.
Dislikes civilizations that have not made such a trade.
Tries to collect as many copies of Luxury resources as possible.
Please note: Original Catherine De Medici can now be found as Catherine de Medici (Black Queen)
Ethiopia Pack
[NEW FEATURES]
Ethiopia Civilization
Unique Ability – Aksumite Legacy
Ethiopia’s International Trade Routes grant +0.5 Faith per resource at the origin. Improved resource tiles receive +1 Faith for each copy of the resource the city owns. Can purchase Archaeology Museums and Archaeologists with Faith.
Unique Unit – Oromo Cavalry
[Base Game or Rise and Fall] Ethiopian unique Medieval era light cavalry unit. Has additional sight and receives no Movement penalty from moving in Hills.
[Gathering Storm] Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no Movement penalty from moving in Hills.
Unique Improvement – Rock Hewn Church
[Gathering Storm] Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia. Gives +1 Faith and +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith, after researching Flight. +1 Appeal. Can only be pillaged (never destroyed) by natural disasters. Can only be built on Hills or Volcanic Soil not adjacent to another Rock-Hewn Church.
[Base Game or Rise and Fall] Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia. +1 Faith. +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith, after researching Flight. +1 Appeal. Can only be built on Hills not adjacent to another Rock-Hewn Church.
Leader - Menelik II
Ability - Council of Ministers
Receive Science and Culture equal to 15% of your Faith generation in cities founded on Hills. Units receive +4 Combat Strength on Hills.
Agenda - Ethiopian Highlands
Prefers building cities on Hills.
Likes Civs who build cities away from Hills.
Dislikes Civs who build cities near or on Hills.
New District Diplomatic Quarter
[Base or Rise and Fall] Your civilization receives +1 Culture for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.
[Gathering Storm] Your civilization receives +1 Diplomatic Favor for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.
Envoy bonuses have been rebalanced to tie into the Diplomatic Quarter and its Tier 1 and 2 buildings (more information on those below).
Having 1 Envoy assigned grants +1 yield in the first building of particular districts and Capital.
Having 3 Envoys assigned grants +2 yield in the second building of particular districts and Consulate building.
Having 6 Envoys assigned grants+3 yield in the third building of particular districts and Chancery building.
New Buildings Consulate
+2 Influence Points per turn. Enemy Spy levels are reduced by 1 when targeting this city or cities with Encampments.
Chancery
+3 Influence Points per turn. When this civilization captures or kills an enemy Spy, receive 50 Science for every level of the enemy Spy.
[Rise and Fall or Gathering Storm] Secret Societies Game Mode
Discover the secret societies pulling the strings of civilization since the dawn of man. Only the most privileged have ever laid eyes on them. Each Society grants new unseen powers but make your selection carefully. Once a Society is joined, you can never leave.
This game mode adds four powerful and mysterious Secret Societies to the world. To make contact, seek out a Society where its influence might hide: Barbarian Camps, Tribal Villages, Natural Wonders, or City-States. Discovery is not guaranteed, but you are more likely to find a Society that other players have not discovered, or on continents where no Society has yet been discovered. Alternatively, invest in diplomatic visibility to learn about them from other leaders.
Discovering a Society unlocks a unique Governor with powerful bonuses, which players do not need to assign to a city. Once you become a member of a Society, you commit to membership for the rest of the game.
Alliances with players who are members of the same Society generate Alliance Points more quickly, and those players will have an improved opinion of you in diplomacy. Players who are members of a different Society, however, will dislike you once they are aware of your affiliation.
Owls of Minerva
A player has a chance to discover this Society by sending Envoys to any City-State they currently have no Envoys at.
Governor Bonuses:
Level 1: +1 Economic policy slot. Each Trade Route started with a City-State awards 1 Envoy there.
Level 2: Unlocks the Gilded Vault. Replaces the Bank. Also provides this Commercial Hub’s gold adjacency bonus as Culture. Gives +1 Trade Route capacity if this city has a Harbor.
Level 3: +1 Wildcard policy slot. +2 Spy capacity. Cities with a Spy get +4 loyalty per turn and +1 Amenity.
Level 4: Whenever an offensive spy mission is successful, you also gain half of the Gold, Faith, Culture, and Science that the targeted city earned that turn. Earn 3% of your Gold treasury as Gold per turn (up to 1000 Gold per turn).
Hermetic Order
A player has a chance to discover this Society by discovering any Natural Wonder.
Governor Bonuses:
Level 1 - Reveal the Ley Line resource on the map. Ley Lines give standard adjacency to all specialty districts.
Level 2 - Unlock the Alchemical Society. Replaces the University. Also provides +1 Great Merchant point, and +1 Great Engineer point. +2 Production. Provides the Campus’s Science adjacency bonus as Gold.
Level 3 - For every Great Person earned, Ley Lines receive +1 yield equal to that Great Person's district type. Great Admirals and Great Generals earn +1 Science.
Level 4 - Unlocks Occult Research, a city project that requires the Campus district. It provides Gold while active. When completed, it grants Great Merchant, Great Scientist, and Great Engineer points. It also grants Science for every Ley Line in the city
Voidsingers
A player has a chance to discover this Society by investigating Tribal Villages.
Governor Bonuses:
Level 1 - Unlocks the Old God Obelisk. Replaces the Monument. Also provides +4 Faith and 1 Great Work slot that can hold any kind of Great Work.
Level 2 - Cities earn Gold, Science, and Culture per turn equal to 20% of their Faith per turn rate.
Level 3 - Unlock the Cultist unit. Purchased with Faith, it is a Religious unit that can spend a charge to 'Recruit Followers' into the cult from enemy cities. This action reduces the Loyalty of the city it is in by 10 and requires a charge. When the Cultist expires, the owning player is awarded with a Relic of the Void
Level 4 - Unlocks the Dark Summoning city project which can be performed in cities that have an Old God Obelisk. While active, it converts Production per turn into Faith. When the project is completed, it increases the amount of Loyalty damage your Cultists do against enemy cities by 2 (up to a maximum of 30).
Sanguine Pact
A player has a chance to discover this Society by capturing Barbarian Camps.
Governor Bonuses:
Level 1 – Player granted a Vampire unit. Combat unit with variable melee strength. Reduced passive healing. Retreats to capital upon death, healing to 1 HP. Heals an additional 50 HP from pillaging enemy tiles. Gains Combat Strength when a unit dies adjacent to it. Has base Combat Strength equal to the player's strongest built unit. Strength from defeated Barbarian is capped at +10.
Level 2 - Unlock the Vampire Castle improvement. Cannot be placed next to another Vampire Castle. Can be placed on empty tiles in player-owned or neutral territory. Can only be placed by Vampires. Grants defensive bonus to any unit on the tile. Vampires move to the player's nearest Vampire Castle (or capital) when they die. The player may only have as many Vampire Castles as he has Vampires. Vampires can remove the player's Castles, and any unit can pillage Castles. Vampire Castles grant yields to their owner's capital equal to the yields of all adjacent tiles. Player granted a second Vampire unit.
Level 3 - Unlock Intimidation passive bonus for Vampires. Enemy units adjacent to the Vampire lose 5 Combat Strength. Vampires can pillage for 1 movement cost. Player granted a third Vampire and third Vampire Castle build.
Level 4 - Units can airlift to/from Vampire Castles. Player granted a fourth Vampire and a fourth Vampire Castle build
Free Game Update [UI]
Added information to the Espionage pop-up that calculates mission success probabilities.
Fixed an issue where tooltips failed to update for the Chat Panel and Trade Menu when resizing them while having the “Replace Hold-to Drag with Clicks” option enabled during gameplay.
Fixed an issue where inaccurate information would be present in the World Climate menu after a Comet Strike during Apocalypse mode gameplay.
UI camera panning has been disabled when a popup is active to prevent unintended panning.
The items in the promotion panel stack now have more room to fit verbose languages.
Wonder movies can now be dismissed with right-click.
[BUGS]
Fixed an issue with the Great Work Heist spy mission that prevented players from stealing Great Works.
Fixed an issue where a Great Prophet notification was not triggering after earning enough Great People points.
Fixed an issue where GDRs were incorrectly affecting city Defense Strength.
Fixed an issue where the incorrect information would be displayed when changing the number of Envoys, while there is an Envoy modifier in effect.
Fixed some internal calculations for Rock Bands and Tourism.
Fixed an issue where players would sometimes be prevented from planting woods on unrevealed resources.
Fixed an issue where max unit strength was not properly updating the city strength.
Fixed an issue where end of movement penalties were applying early and preventing units from using their final movement points.
Fixed an issue where restarting the build of a district would be prevented if a new resource had popped up on its location.
Fixed an issue where the Wonder Placement lens will remain open when opening and closing the City Details list before selecting a tile for a Wonder during gameplay.
Fixed invalid combat previews from appearing when units are awakened.
Fixed an issue where pillaged City-State resources would add to the number the Suzerain got, instead of subtracting.
Fixed various text bugs.
Fixed a crash caused by pillaging in neutral territory.
Various additional crash fixes addressed
[AI]
Fixed an issue where AI tracking of Envoys was getting miscalculated when an Envoy modifier was in effect.
Additional AI improvements.
[MULTIPLAYER] Red Death
Fixed an issue where units killed by mines and gifts stayed alive with 0 HP.
Fixed an issue where the spark animation showing at incorrect times
Text for a failed Gift Drop now displays on the target hex and is only available to the dropping player.
Added icon for Jocks’ Hail Mary ability.
The multiplayer chat window will now automatically begin scrolling once it has first filled with messages.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Emperor Menelik II, born Sahle Miriam, was one of Ethiopia’s most celebrated leaders. He ruled from 1889 to 1913, during which time he successfully fought off foreign invaders and expanded his kingdom’s borders; established a national currency; built schools and railways; and introduced a national postal and telegraph system so citizens could stay in touch with one another.
Unique Leader Ability - Council of Ministers
Menelik II earns additional Culture and Science based on the Faith of cities built on Hills. Additionally, his units have extra strength when fighting on Hills.
Unique Unit - The Oromo Cavalry
Ethiopia’s elite units have improved Strength and Sight over other cavalry units. They also suffer no movement penalty when traversing Hills.
Unique Improvement - The Rock-Hewn Church
This unique improvement may only be built on Hills or Volcanic Soil and provides Faith. Can only be pillaged, not destroyed, by natural disasters.
Unique Ability - Aksumite Legacy
Ethiopia’s unique ability allows cities to earn additional Faith from resources, especially international trade routes originating from resource-rich cities. This ability also grants Ethiopia the ability to purchase Archaeology Museums or Archaeologists with Faith.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Hello, Civilization fans! We’re excited to announce the Ethiopia Pack, our second content drop as part of the New Frontier Pass, will be available for all players on July 23.
This pack introduces a new civ and leader, a whole new District and additional buildings. There’s also Secret Societies, a new optional game mode with its own exclusive ruleset full of mystery and intrigue. Please note: Secret Societies game mode requires either the Rise and Fall or Gathering Storm expansion to play.
Look for more info on all the new content as we approach launch on July 23.
Also, those who've purchased the Civilization VI - New Frontier Pass will receive the Teddy Roosevelt and Catherine De Medici Persona Packs. Each Persona Pack contains a brand-new take on a favorite leader, with a new leader model and background, new gameplay bonuses and an updated agenda that reflects the changes to the leader’s personality. “Rough Rider Teddy” excels at keeping the peace on his home continent, while “Magnificence Catherine” can use Luxuries to overwhelm the world with Culture and Tourism.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Hello, Civilization fans! We’re excited to release a new update, available today for all Civilization VI players.
Headlining this update is Red Death - Season 2, a new iteration of the PC multiplayer mode. Incorporating two additional factions, Red Death Season 2 also introduces unique faction abilities for both old and new cliques. Which faction will you join as you attempt to escape the Red Death?
Below, you will find the full notes on today’s update.
[NEW FEATURES]
[PC ONLY]
Red Death - Season 2
New Playable Factions
o Aliens – They’ve always been here… watching from the shadows - The Alien faction specializes in camouflage technology allowing them to turn invisible and ambush their enemies or escape dangerous situations. They also have health regeneration upping their survivability in any given skirmish.
o Zombies – Civilization’s undead rise for humanity’s final moments - The Zombie faction replaces all combat units with Zombie Hordes. These units can’t heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.
Faction Unique Abilities - Every faction, both old and new, has been outfitted with a unique ability.
o Aliens – Xenological Camouflage: All units can use Xenological Camouflage to become invisible to most units. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage.
o Cultists – The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status.
o Borderlords – Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location.
o Jocks – Hail Mary: Small tactical nuke that can be launched from any combat unit. Has a smaller blast radius of 1 hex.
o Mutants – Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death.
o Preppers – Improvised Traps: Units can build the Improvised Trap that causes damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions.
o Pirates – Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map.
o Mad Scientists – Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage
o Wanderers – Road Vision: Grants active visibility on all previously revealed terrain.
o Zombies - Barely Weaponized Zombies (Passive): Killing a non-zombie enemy unit creates more Zombie Hordes. Zombie Hordes do not suffer combat penalties when damaged. City Ruins, Raider Camps, and Supply Drops grant additional Zombie Hordes instead of traditional units.
Observer Mode – Upon defeat, players can now activate Observer Mode to watch the remainder of the match. Chat from players using Observer Mode will be hidden to remaining players.
You hear that? That’s the wasteland wind. Civilization VI’s narrator joins the Red Death as game commentator!
Additional quality of life and AI improvements implemented.
Kick Voting
Players now have the option to boot uncivilized players from their multiplayer games. A vote can be initiated through the in-game chat panel.
[BALANCE/POLISH]
Items in the list below apply to the Gathering Storm ruleset only.
Natural Wonders
Eye of Sahara: +2 Production and +1 Science base yield while still providing +3 Science and +1 Production once the game reaches the Atomic Era.
Yosemite: Additional +1 Food while still providing +1 Gold, +1 Science, and +2 Appeal to adjacent tiles.
Cliffs of Dover: +4 Appeal to adjacent tiles and still provides +3 Culture and +2 Gold for land tiles. (Before just+2 Appeal.)
Religion/Beliefs
(NEW) Sacred Places – Founder: +2 Science, Culture, Gold and Faith for each city following this Religion that has a World Wonder.
(NEW) Holy Waters – Enhancer: Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
Lady of the Reed and Marshes – Pantheon: +2 Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Production from Marsh, Oasis, and Desert Floodplains.)
Dar-e Mehr – Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Faith and +1 additional Faith for each Era since constructed or last repaired.
Gurdwara – Worship: Grants +1 Housing, +3 Faith, and +2 Food. (Before just +3 Faith and +2 Food.)
Pagoda – Worship: +3 Faith and +1 Favor (Before +3 Faith and +1 Housing)
Feed the World – Follower: Shrines and Temple provide +3 Food and +2 Housing each. (Before Shrines and Temples provided Food equal to their Faith output.)
Religious Community – Follower: International Trade Routes provide +1 Gold for every Temple and Shrine in the origin city. (Before Shrines and Temples each provided +1 Housing.)
Warrior Monks – Follower: Spending Faith to train Warrior Monks. Also, Culture Bomb adjacent tiles when completing a Holy Site. (Before only allowed spending to train Warrior Monks.)
Work Ethic – Follower: Holy Site district’s Faith adjacency bonus provides production as well. (Before just +1% Production for each follower up to 15%)
Church Property – Founder: Removed
Cross-Cultural Dialogue - Founder: +1 Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
Pilgrimage – Founder: +2 Faith for each city following this Religion. (Before +2 Faith for every city following this religion in other civilizations and City-States.)
Tithe – Founder: +3 Gold for each city following the Religion. (Before +1 Gold for every 4 followers of this Religion.)
World Church – Founder: +1 Culture for every 4 followers of this Religion. (Before +1 Culture for every 5 followers of this Religion in other civilizations.)
Burial Grounds – Enhancer: Removed
[MISC]
Play-By-Cloud functionality restored for all players.
Various crash and performance improvements implemented.
Additional general bug fixes and polish.
We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Red Death - Season 2, the newest iteration of the competitive PC multiplayer mode, adds an observer mode, two new factions, narration from Sean Bean, and grants every faction in the game mode their own unique ability.
Now, allow us to introduce you to the new factions of Red Death - Season 2:
Zombie Overlords
Bad ideas don’t just happen at once; they build on other bad ideas. So when a few of the Ethically-Challenged Scientists decided to extract a gigantic Mutant brain and hook it up to an industrial-sized truck battery, that was one bad idea. When they floated the brain in an old pickle jar filled with re-animation fluid, this was another bad idea. And when the brain began to show the ability to remotely animate corpses to do its bidding, they absolutely should not have put it on a giant mobile military vehicle and wheeled it out into the wasteland. But, no, Drs Romero, West, and Matheson led the brain (or perhaps it led them) out of the door, and now it’s your problem.
The Zombie Overlords replace combat units with Zombie Hordes. These units can’t heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.
Aliens
There must be something wrong with your monitor. This is clearly a weather balloon, not the Area 51 UFO stuffed into the back of a truck. The helpful federal agents with the arms that bend the correct way and circular pupils (instead of the other kind) have fully engaged their bio-transformation devices and are not at all extraterrestrials looking for a way off of this rock (a planet of which they most certainly did not assist in the destruction). The truth is definitely out there, and we suggest you look for it there. Way out there. Probably out in the Red Death.
The Aliens specialize in camouflage technology allowing them to turn invisible and ambush their enemies -- or escape dangerous situations! They also have health regeneration, upping their survivability in any given skirmish.
Red Death - Season 2 comes to Civilization VI on PC via the free June 2020 Game Update, available this Thursday, June 25 at 10am PT.
We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
We’re releasing the June 2020 Game Update to all Civilization VI players on June 25.
The June 2020 Game Update introduces Red Death - Season 2, our new iteration of the PC multiplayer battle royale mode. We’ll be going more in-depth on the two new factions, as well as what’s changed with the season 1 factions, as we get closer to release.
This update also fixes a few exploits in Civilization VI, such as being able to choose multiple Pantheon bonuses, and tweaks the yields on some Natural Wonders. We also took a pass at Religion and adjusted some Beliefs … and even added a few new ones!
Look for the full breakdown on this update when it launches on June 25.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Thank you to everyone who has been waiting patiently while we work with Aspyr to bring the Maya & Gran Colombia Pack to Mac and Linux. We want to make sure we’re delivering the best experience possible and are in the final stages of testing. We anticipate launching on Mac and Linux very soon and will provide an update as soon as available.
We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Today’s release of the Maya & Gran Colombia Pack, available as part of the New Frontier Pass or as an individual $8.99 purchase, is the first in a planned series of premium and free updates for Civilization VI over the course of the next 12 months. If you purchase the New Frontier Pass, you’ll also get the exclusive Teddy Roosevelt and Catherine De Medici Persona Packs, which will be delivered alongside the second add-on pack in July.
The Maya & Gran Colombia Pack introduces Lady Six Sky as the leader of the Maya and Simón Bolívar as the leader of Gran Colombia. The Maya can build prosperous city centers early in the game, supported by surrounding Farms and Plantations and protected by their unique Hul’che. Gran Colombia focuses on fast armies boosted by Simón Bolívar’s powerful Comandante Generals.
FEATURES
Includes the Maya civilization with Lady Six Sky, the Hul’che unique unit, and the Observatory unique district.
Civ Unique Ability: The “Mayab” ability gives Maya housing and gold bonuses from Farms, and Amenity bonus for Luxury resources adjacent to the City Center. Settling adjacent to Coasts or Fresh Water does not provide housing bonuses.
Leader Unique Ability: Lady Six Sky’s “Ix Mutal Ajaw” ability lets the Maya gain yield bonuses to non-capital cities, and a combat bonus to units, within six tiles of the capital.
Unique Unit: The Hul’che, a stronger replacement for the Archer and receives bonus combat strength when attacking wounded units.
Unique District: The Observatory replaces the Campus and adds a minor adjacency bonus with Farms and a major adjacency bonus with Plantations.
Also includes the Gran Colombia civilization with Simón Bolívar, the Llanero and Comandante General unique units, and the Hacienda unique improvement.
Civ Unique Ability: With the “Ejercito Patriota” ability, Gran Colombia receives a movement bonus to all units, and promoting a unit does not end the unit’s turn.
Leader Unique Ability: Simón Bolívar has the “Campana Admirable” ability, granting a Comandante General when entering a new Era.
Unique Units: Gran Colombia features two unique units: - The Comandante General is a Great General with unique abilities, including Passive and Retire effects. - The Llanero replaces the Cavalry. It requires less maintenance, receives a combat bonus for every adjacent Llanero and fully heals when in range of a Comandante General that activates.
Unique Improvement: The Hacienda provides Production, Gold and Housing bonuses, and a Food bonus for each adjacent Plantation. Plantations and Haciendas receive Production bonuses for adjacent Haciendas.
New “Apocalypse” Game Mode (Requires the Gathering Storm expansion to play)
Adds Forest Fires and Meteor Showers as disaster types to all games.
An optional, specialized game mode with exclusive rule changes:
New disasters: Comet Impact and Solar Flares.
Larger versions of existing disasters.
New military unit: Soothsayer, a Support unit that can trigger natural disasters at the player’s command.
New scored competition: Sacrifice units to volcanoes. Requires Soothsayers to use their unique action on friendly units near a volcano.
The world enters an apocalyptic state when climate change reaches its maximum level.
New Resources:
Honey. Luxury.
Maize. Bonus.
New Natural Wonders:
Bermuda Triangle. Naval units that pass through it receive a movement bonus and get teleported to another ocean tile.
Paititi. Gold bonus on trade routes for the city that controls it, major adjacency bonus for Commercial Hubs and Theater Squares.
Fountain of Youth. Grants units that pass it a healing buff.
New City-States:
Caguana. Cultural. Suzerain bonus: access to Batey improvement, which grants Culture based on its placement.
Singapore. Industrial. Suzerain bonus: Production bonus for each foreign trade route.
Lahore. Militaristic. Suzerain bonus: Access to a Faith-purchased combat unit – Nihang – with a unique promotion tree.
Vatican City. Religious. Suzerain bonus: Religious pressure spread when activating Great People.
Taruga. Scientific. Suzerain bonus: Science bonus per strategic resource in cities.
Hunza. Trade. Suzerain bonus: Gold bonus for trade route distance.
Here are the full notes on today's update:
Maya & Gran Colombia Pack
[NEW FEATURES]
Maya Civilization
Unique Ability – Mayab
Farms provide +1 Housing and +1 Gold.
+1 Amenity for every Luxury Resource adjacent to the City Center.
Settling adjacent to Fresh Water and Coast does not provide extra housing.
Unique Unit – Hul’che: replaces the Archer. Stronger than the Archer and receives +5 Combat Strength when attacking wounded units.
Unique Infrastructure – Observatory District: Replaces the Campus Science District. Adds a minor adjacency bonus with Farms and a major adjacency bonus with Plantations.
Leader - Lady Six Sky
Unique Ability – Ix Mutal Ajaw
Non-capital cities within 6 tiles of the Capital gain +10% to all yields.
+5 Combat Strength to units within 6 tiles of the Capital.
Non-capital cities outside of the 6 tile range receive -15% to all yields.
[Base Game] Earn a Comandante General when entering a new era.
[Rise and Fall/Gathering Storm] Earn a Comandante General when the game enters a new era.
Comandante Generals are a new type of Great General unique to Gran Colombia.
Unique Unit – Llanero: Replaces the Cavalry. Less Maintenance and +4 Combat Strength for every adjacent Llanero. Fully heals when in range of a Comandante General that activates.
Unique Infrastructure – Hacienda Improvement: +1 Production, +2 Gold, and +1 Housing. +1 Food for every 2 adjacent Plantations (increased to every Plantation with the Replaceable Parts technology). Plantations and Haciendas receive +1 Production for every two adjacent Haciendas (increased to every Hacienda when you discover the Rapid Deployment Civic). Can be built on Plains, Plains Hills, Grassland, and Grassland Hills.
Leader – Simón Bolívar
Unique Ability - Campaña Admirable
[Base Game] Earn a Comandante General when entering a new era.
[Rise and Fall/Gathering Storm] Earn a Comandante General when the game enters a new era.
Comandante Generals are a new type of Great General unique to Gran Colombia.
Comandante General
Antonio Jose de Sucre
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: [Base Game/Rise and Fall] Instantly creates the strongest unit you can build. This unit receives a free promotion.
[Gathering Storm] Instantly creates the strongest unit you can build. This unit receives a free promotion. This unit requires no resource maintenance.
Francisco de Paula Santander
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: [Base Game] Gives a Random Civic.
[Rise and Fall/Gathering Storm] Gives a Governor Title.
José Antonio Páez
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +4 Combat Strength to all Heavy and Light Cavalry units within 2 tiles.
Rafael Urdaneta
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: All your units within 2 tiles regain all their Movement and can attack as if they had not made attacks this turn.
Santiago Mariño
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +4 Combat Strength to all Melee and Anti-Cavalry units within two tiles.
Gregor MacGregor
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Grants 1 promotion level to a military land unit and Gold equal to the 50% of the purchase cost of the unit.
Manuel Piar
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +7 Combat Strength to a unit.
Antonio Nariño
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Increase Trade Route capacity by 1. Receive a Trader in the nearest friendly city.
Mariano Montilla
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Units within 2 tiles gain +4 Combat Strength vs. District Defenses.
José Félix Ribas
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Opposing units within 2 tiles lose 30 HP.
Agenda – Carabobo
Builds Encampment District buildings to earn more experience with units
Likes: civilizations with promoted units.
Dislikes: civilizations with unpromoted units.
Apocalypse Game Mode [Gathering Storm]
New Unit – Soothsayer
Can call upon the God of Destruction to cause a Natural Disaster. Doing this requires a Unit Charge. Once all charges have been used, the unit is removed.
Unit starts with 1 charge, but additional charges can be gained through their promotion tree.
New Scored Competition – “Appease the Gods”
Players can use Soothsayers to sacrifice units to a volcano to gain points.
Soothsayers gain a new action: Appease - Target a friendly unit adjacent to a volcano and sacrifice them to gain score equal to their production cost.
Rewards include a free Soothsayer, Soothsayer promotions, and additional Faith per turn.
New Game Ending Final Climate Stage – The Apocalypse
The world enters the Apocalypse upon hitting the final temperature increase.
Disasters are more powerful, frequent, and capable of destroying entire Civilizations over several turns.
New Disasters
Comet Impact: Smashes into land tiles destroying improvements, units, districts, or even cities in the impact zone. Impacted tiles are replaced with an impassable Comet Lake.
Solar Flares: Affects the entire map. Pillages power-generating districts/buildings/improvements (except the Dam). Damages advanced units (GDRs especially).
Mythological Natural Wonders
Bermuda Triangle
5 Science to adjacent tiles.
Naval units that enter the tile gain a Unit Ability called “Mysterious Currents” that grants +1 Movement and are teleported to another Ocean tile somewhere on the map.
Paititi
3 Gold, 2 Culture to adjacent tiles.
Major adjacency for Commercial Hubs and Theater Squares.
City that has it in its territory receives +4 Gold on its outgoing International Trade Routes.
Fountain of Youth
4 Science, 4 Faith
Units that enter it gain a Unit Ability called “Water of Life” that gives +10 HP when they heal in any territory.
Provides Fresh Water
Resources
Maize: Improved by Farms. Bonus Resource. 2 Gold. Grassland, Plains.
Honey: Improved by Camps. Luxury Resource. 2 Food. Grassland, Plains.
Disasters [Requires Gathering Storm]
The following disasters are not tied to the Apocalypse game mode. These disasters can occur during standard games.
Forest Fires: Starts in a random Forest/Rainforest and spreads to adjacent Forest/Rainforest/improved plots every turn. Tiles on fire damage units and pillage improvements. Forest/Rainforests grow back with additional bonus yields.
Meteor Showers: Pummels unowned land tiles pillaging improvements and damaging units. Exploring impact sites grants players a free Heavy Cavalry unit with no resource upkeep.
City-States
Caguana
Type: Cultural
The Suzerain’s builder can build the new Batey Improvement.
Bateys provide +1 Culture and additional +1 Culture for every adjacent bonus resource and Entertainment Complex (becomes +2 with Exploration Civic.) +100% Tourism from Culture. Cannot be placed adjacent to another Batey. Placed on any flat terrain without a feature.
Singapore
Type: Industrial
Player’s cities receive +2 Production for each foreign civilization that they have sent a Trade Route.
Lahore
Type: Militaristic
Suzerain's of this City-State can purchase the new unique Nihang unit with Faith.
The Nihang unit has 25 Combat Strength. Has a unique promotion tree. Receives +15 Combat Strength for every Encampment building when trained. No maintenance cost.
Vatican City
Type: Religious
When the player activates a Great Person, they spread 400 Religious pressure of the player’s founded (or majority) religion to cities within 10 tiles.
Taruga
Type: Scientific
+5% Science in all cities for each different Strategic Resource they have.
Hunza
Type: Trade
Receive +1 Gold for every 5 tiles a Trade Route travels.
Victory is now determined upon player turn start, rather than upon receiving points.
Players now lose Favor per turn for each occupied Original Capital.
Aid Request penalty for pollution is doubled.
Increased Favor penalty for pollution to -1 Favor per 3 pollution more than average (Previously per 5 pollution, capped at -20 per turn from -10).
Anti-Air Combat Strength increased to +7 once formed into Corps and Armies (Fleets, Armadas).
Greatly reduced the chance that City-States will spawn adjacent to Natural Wonders or on top of resources.
Fixed an issue that was allowing aircraft based on Carriers as well as embarked units to count toward the Flanking bonus when attacking.
Unmet players now get a visible pie wedge in the CO2 chart.
Tweaked volcano spawn spread. Volcanoes will no longer spawn adjacent to each other. Large portions of the map are no longer skipped over. 1 volcano per continent is guaranteed.
Tweaked mountain spawn locations for more intelligent placement.
Palenque City-State renamed Mitla.
[UI]
Players can now manually resize the Offers and Inventory panels during trades.
Players can now select different text sizes for the chat panel.
Added page history trail to Civilopedia for easier navigation.
Fixed an issue that was causing “click” sounds to play whenever a notification was auto-dismissed.
Base unit costs and maintenance are no longer shown in the Production Panel. Production Panel now shows only the cost relevant to the city in which the item is being produced. Base values are shown in the Civilopedia as well as the Tech and Civics screens.
Added a fix to allow Barbarian Sighted and New Camp icons to properly show in notifications.
Fixed an issue where the Tech/Civics Tree scrollbar was being clipped by the background.
Improved Deal and Deal Cities presentation by adding item grouping, sub-categories, and collapsing categories.
Added icon for Reef adjacency bonus
Altered some team colors to be more visible.
Better dynamic sizing of various menus – Save/Load, Hall of Fame, Mods, Setup Menu
Fixed an issue where buttons in multiple World Tracker menus have partial functionality during World Congress sessions.
[AI]
Improve Religious Belief analysis - Tends to stop Warrior Monks from always being first chosen
Adjust importance of Great Person Points for city projects for AI to make them more competitive with other buildings for AI attention.
Fix an issue where the AI was not always using its land ranged units to attack hostile sea units.
Fix an issue that could cause the AI to identify a target city for a missionary based on gossip without knowing the actual location, causing the missionary to freeze in place.
Improved coastal city ability to recruit naval units for city defense.
Adjusted city priority to target wounded units over siege when under attack.
Improve air attacks in operations
Conditions changed for AI to pursue Culture Victory.
[MP]
Fixed an issue where the Diplomatic Victory displays nothing in the World Rankings when teams are enabled.
Fixed an issue where the Scored Competition prompt would overlap the chat panel when viewing the World Tracker during a Multiplayer game.
RED DEATH [PC ONLY]
Fixed an issue causing the Matchmaker to fail when overloaded.
Overall improvements to AI:
AI will more aggressively explore in the early game.
AI will now target enemy units with nukes.
AI will use better protection of Civilians in all phases.
Additional fixes to improve AI play.
Fixed an issue where nukes were applying a maintenance cost to certain units, causing them to be removed from play when the player went bankrupt.
Updated the Diplomacy ribbon to show the eliminated players.
Fixed an issue that could cause the AI to cease attacking enemy units once they are in the final Safe Zone ring.
Fixed an issue that could cause the AI to act too passively with ranged units.
Fixed an issue that was causing the overlay to either not show up or show up inconsistently.
[MODDING] [PC ONLY]
WorldBuilder
Advanced Mode: when placing a district, if the placement is going to fail because of a missing tech, civic, or population, auto-fix that so it succeeds.
Placing a feature over an incompatible resource will now delete the resource.
Fixed an issue where using the right mouse button to paint would successfully change all tiles except the tile initially clicked on.
Plot Selector now allows changes in the rotation of an existing feature.
Various additional UI and quality of life improvements.
Fixed various crashes.
[BUGS]
Fixed an exploit allowing multiple Pantheon bonuses (e.g., infinite builders/settlers) by hitting ESC immediately after selecting a Pantheon.
Fixed an exploit where unit Movement Speed and Combat Strength could be retained by upgrading near a Great General.
Fixed an exploit where the same District could be built in a city multiple times.
Fixed an exploit where a free Policy change was granted after ending a turn with a completed Civic selected.
Fixed an issue where Great Generals Horatio Nelson and Georgy Zhukov’s Retirement Abilities were incorrectly granting Combat Strength equal to the number of units a player owned.
Fixed an issue where Neighborhoods built by Brazil were failing to gain additional Housing from adjacent Rainforests.
Fixed an issue where the Foreign Culture Victory Imminent notification had no functionality when selected during gameplay.
Fixed an issue where the amount of Science already spent when viewing the Technology Tree during gameplay was not being displayed.
Fixed an issue where Phoenicia was gaining multiple GDRs with Golden Age Dedication, Automaton Warfare.
Fixed an issue where Capture Unit ability was successful even when not attacking.
Fixed an issue where incorrect information was present when viewing the resource tooltip in the CO2 Contribution section of the World Climate menu.
Fixed an issue where the incorrect "Turns Remaining" numerical value was displayed in prompts for completed Emergencies while another Emergency Competition was active.
Fixed an issue where Settler tooltips were not showing up.
Fixed an issue where the Arrow Storm unit promotion was applying while defending.
Fixed various text bugs.
Fixed various audio bugs.
Crash
Fixed an issue causing Mac to crash when trying to run DX12 full-screen
Various additional crash fixes addressed.
Perf
Multiple performance and memory improvements.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
Simón Bolívar, known colloquially as the Liberator, was a Venezuelan soldier and statesman who led much of South America in its successful campaign of liberation from Spain. He went on to become the first President of Gran Colombia, a state comprising many northern South American countries and parts of lower Central America from 1819 to 1831.
Unique Leader Ability - Campana Admirable
Whenever Gran Colombia enters a new era, it automatically earns a unique unit, the Comandante General. This unit is granted regardless of which type of Age is triggered.
Unique Ability - Ejercito Patriota
Gran Colombia’s unique ability grants additional movement to all units. Additionally, promoting units does not end that unit’s turn.
Unique Unit - Comandante General
This unique unit has a wide range of passive and active effects. The Comandante General can increase combat bonuses, upgrade military units and more.
Unique Unit - Llanero
This musical warrior replaces the Cavalry unit and becomes stronger with each adjacent Llanero. If the Llanero is in range of a Commandante General activating their unique ability, the Llanero will regain all lost health.
Unique Improvement - Hacienda
The Hacienda provides Production, Gold and Housing bonuses, and a Food bonus for each adjacent Plantation. Haciendas and Plantations also receive Production bonuses for adjacent Haciendas.
Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.