Sid Meier’s Civilization® VI - Hinkle2K
Hello, Civilization fans! As you saw in our September 2019 Update preview video (catch up below if you have yet to watch it), we have been working hard to release the September 2019 game update for Civilization VI. We are happy to share the update is available now!



The Civilization VI - September 2019 update also includes a new multiplayer mode: Red Death. In this new mode, try to outwit and outmaneuver other players as you all race to board the last space ship off the planet. For more info, watch this very serious and not-at-all humorous video:



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Thank you, Civilization community, for your continued feedback on Civilization VI. This update should automatically download through Steam; if you’re having trouble, restart Steam and double check your Steam client settings.
[NOTE]
  • Unless otherwise noted, items in the list below are assumed to be Gathering Storm ruleset only.
 
[FEATURES]
  • [ALL GAME VERSIONS] Red Death Multiplayer Scenario
    • General notes
      • If you still have a Civilian unit, then you are still in the game. Once your last Civilian is killed, you will have been eliminated. Be the last remaining player with a Civilian to win.
      • The Red Death is the radioactive mass that is consuming the planet. A Safe Zone ring will appear on the map. Periodically this ring will shrink. Keep your units inside the ring to avoid the Red Death.
      • On the top-left on the in-game screen is the Red Death tracker. The left portion tells the player how many turns until the ring shrinks, and the right-hand portion tells the player how much damage units will take if they end their turn inside the Red Death.
        • Red Death damage increases as the game progresses.
        • When the ring shrinks, the Red Death will advance each turn until it reaches the ring. This gives units caught outside of the ring some time to reach the safe zone.
        • Units cannot heal in the Red Death.
      • You can gain new units and supplies in the following ways:
        • Find and clear City Ruins to gain equipment. These appear as war-torn cities with stacks of crates and flares around them. A Ruined City can grant experience points, an Infantry, a Machine Gunner, an AT crew, or another Civilian.
        • Clearing a Raider Camp grants either a Helicopter Gunship, an AT Crew, or a Thermonuclear device (once you receive one, any of your combat units can use it).
        • Once the “Red Death” ring starts to advance, Supply Drops can appear near the ring edge (also has a notification so you can find them). These lucrative drops can grant either a Tank, a Mobile Artillery, or a Thermonuclear device.
      • Oceans and Lakes are corrosive and will damage your units each turn as you cross, so be quick!
      • Global heal rate increased from normal for fast-paced gameplay.
      • Units have unique promotion trees. Promoting units heals only 25 HP.
      • Raiders are random opponents that wander the map, making opportunity attacks on players from their camps. Raider units take no damage from the Red Death.
      • A typical match will take anywhere from 15-50 minutes depending on the number of players, and skill of play.
    • Factions:
      • Cultists: “Observing The End,” All units have +3 sight.
      • Doomsday Preppers: “Always Prepare for The Worst,” All units have +100% experience bonus.
      • Borderlords: “Living On The Edge,” +10 Combat Strength when 3 hexes or closer to the Safe Zone border.
      • Jocks: “Witness Perfection,” +5 Combat Strength.
      • Mad Scientists: “This Will Only Hurt A Bit,” All units heal 2x faster.
      • Mutants: “Radiant Personalities,” -50 Red Death damage. “Radioactive Movement,” +3 Movement for all units in the Red Death.
      • Pirates: “Water Logged,” All units take 50% less water damage and ignore additional movement cost from embarking and disembarking.
      • Wanderers: “See You Later,” Infantry and Machine Gunners, as well as Civilians in formation with them, have faster Movement on Woods, Rainforest, and Hill terrain.
    • UI:
      • Quick-join matchmaking added to front-end menu
      • “How to Play” section added to front-end menu.
      • Safe Zone displayed as a blue area on the map and mini map. Red Death displayed as a red area on the map and mini map.
      • Changed mini map tooltips to be more useful for the scenario. Tooltip displays whether tiles are in the Safe Zone or the Red Death.
      • Added mini map icons for the City Ruins, Supply Drops, and Raider Camps.
    • New Maps
      • [ALL GAME VERSIONS] Mirror Map: Randomly generated, balanced four-player map ideal for competitive multiplayer matches. Has option to mirror start positions as well.
      • [ALL GAME VERSIONS] Terra: A continents map where all major civilizations start on the largest continent.
      • Primordial: A map from an early time with unpredictable continents and islands. More volatile conditions exist with extra coastal lowlands and volcanoes. Try it on Disaster 4!
      • Tilted Axis: A polar projection of a continents map.
      • Splintered Fractal: A highly random map that will often form thin, snaky continents and islands.
      • Continents and Islands: Continents with more islands.
      • [ALL GAME VERSIONS] Add Lakes map to all rulesets
        • Add more small lakes to the Lakes map.
      • [ALL GAME VERSIONS] Move Seven Seas and Small Continents to all rule sets (before it was Gathering Storm only).
[BALANCE/POLISH]
  • Civs
    • [ALL GAME VERSIONS] Exploitive Agenda: Adjusted some of the parameters on the Exploitative Agenda to make it care more about how many tiles are improved. Also bumped up the threshold for "sparsely improved".
    • Maori Civ Ability: Change the production from Unimproved Rainforest and Woods. Before it read "Unimproved Woods and Rainforest are +1 Production, becoming +2 once the Conservation civic is unlocked." Now it reads "Unimproved Woods and Rainforest are +1 Production. Additional +1 Production from Mercantilism and +2 Production from Conservation.
    • [XP1, XP2] Georgia Civ Ability Addition: +50% Production towards defensive buildings.
  • Governments
    • Added an extra policy card slot for each of the Tier 4 Governments: 3 Military for Corporate Libertarianism (was 2), 3 Diplomatic for Digital Democracy (was 2), 3 Economic for Synthetic Technocracy (was 2).
  • Great People
    • Great Admirals
      • Themistocles: Instantly creates a Quadrireme unit. +20% Production towards units of the Naval Ranged promotion class.
      • Leif Erikson: +1 Sight Range for all naval units. Allows all naval units to move over ocean tiles without the required technology.
      • Rajendra Chola: +3 Combat Strength for all naval units.
      • Zheng He: Grants a free Trader unit in this city and increases Trade Route capacity by 1. Foreign Trade Routes to this city provides +2 Gold to both cities.
      • Francis Drake: Instantly creates a Privateer with 1 promotion level. Military units get +50% rewards for plundering sea Trade Routes.
      • Ferdinand Magellan: Grants 1 free copy of the Luxury resource on this tile to your Capital city. Gain 300 gold (on Standard speed).
      • Ching Shih: Gain 500 Gold (on Standard speed). Military units get +60% rewards for plundering sea Trade Routes.
      • Horatio Nelson: Instantly builds a Lighthouse and Shipyard in this district. +50% flanking bonus for all naval units.
      • Chester Nimitz: Instantly creates a Submarine unit with 1 promotion level. Grants 1 Oil per turn. +20% Production towards units of the Naval Raider promotion class.
      • Grace Hopper: Unlocks 2 random technologies.
    • Improvements, Buildings, and Wonders
      • [ALL GAME VERSIONS] Mausoleum at Halicarnassus: +1 Science, +1 Faith, and +1 Culture on all Coast tiles for this city. Great Engineers have an additional charge. Must be built adjacent to a Harbor district.
      • Lighthouse: Now also provides +2 Housing if Harbor is adjacent to City Center.
      • Fishery: Now also provides 0.5 Housing.
      • Shipyard: Now also provides +1 Production to all unimproved coastal tiles in this city.
      • Camp: Now provides +2 Gold. Synthetic Materials also provides additional gold.
      • Plantation: Feudalism now increases Plantation yield by +1 Food.
      • Fishing Boats: Colonialism increases Fishing Boats yield by +1 Production.
    • Districts
      • Campuses now also receive a major adjacency for Reefs.
    • Map Gen
      • Increase the Water Luxuries on Splintered Fractal.
      • Reefs are no longer placed adjacent to Rivers.
    • Rock Bands
      • Promotions
        • Album Cover Art: Performs as if 1 level more experienced on Wonder tiles (Reduced from 2 levels).
        • Indie: Performing a concert causes that city to lose 40 loyalty (Reduced from 50 loyalty).
        • Music Festival: Can now also perform concerts on National Wonders.
        • Pop Star: Earn Gold equal to 25% of the Tourism generated (Was 50% Gold).
        • Space Rock: Performs at Spaceports and Campuses for +500 Tourism and 1 level more experienced (Can play at Campuses w/ no Uni for 500 or with Uni for 1000) (Was 1000 tourism at Spaceports and 1 Level).
        • Surf Band: Performs at Seaside Resorts and Harbors for +500 Tourism and 1 level more experienced (Can play at Harbors w/ no Shipyard for 500 or with Shipyard for 1000) (Was 500 tourism at Seaside Resorts and 1 Level).
      • World Congress
        • Nobel Prize in Physics: (Gold tier gets the Silver tier as well which is the same for all scored competitions)
          • Gold Tier: 1 Tech boost, Increases the accumulation of resources in cities with a University by 1 (Updated).
          • Silver Tier: 1 Tech boost, Increases the accumulation of resources in cities with a Research Lab by 1 (Updated).
          • Bronze Tier: 1 Tech boost (same).
        • Diplomacy
          • [ALL GAME VERSIONS] Protectorate War no longer triggers a Betrayal Emergency.
        • [ALL GAME VERSIONS] Unit Abilities UI Exposures
          • Multiple Leader and Civ assigned unit modifiers have been converted to unit abilities so they can be tracked in the UI.
          • Units with Anti-Air strength now have unit ability text describing its function.
          • Added abilities and text descriptions for Ranged and Bombard unit buffs/debuffs.
          • Unit modifiers granted by retiring Great Generals and Great Admirals are now applied as unit abilities so they can be displayed in the unit abilities UI list.
        • Natural Disasters
          • Reduce the likelihood of most damage effects from Hurricanes by a third.
          • The Veterancy Military Policy (unlocked by Military Training a Classical Civic) now includes Harbors and Harbor buildings.
 
 [UI] [ALL GAME VERSIONS]
  • Front End
    • Change "Additional Content" to be a sub-menu that hosts "MODS, Hall of Fame, and Credits". This reduces the main menu from 10 items (information overload) to 8 items.
    • New Map Type UI when starting a new game that features filtering and icon visualizations for the different maps. Only on “Create Game” and “Advanced Setup” menus in single player.
    • Single Player “Jersey” Support: Setup/Advanced Setup now allows the player to select their civilization color (jersey).
    • Leader list is now alphabetical, rather than grouped by release.
  • End Game
    • Add quick fade up of leader portrait (without a movie it looked jarring to snap from hide to show).
    • Fix ESC restarting end game movie.
  • Pantheon Chooser
    • Selected pantheon can now be cleared by clicking the button in the top panel.
    • Chooser now plays its slide animation when opening.
    • Adjusted button working/style to match other Chooser screens.
    • The Religion keybinding will now properly open/close the Pantheon Chooser.
  • Misc
    • Government Screen: Government card policy slot icons will squish together if they overflow the Government card to avoid overlap.
    • Pagination for Gossip Report added.
    • Added hotkey for the Power Lens.
    • Add a confirmation dialog box for when you are going to remove a feature by settling.
 
[AI]
  • Domination
    • Improve ability to use GDR's (or other mixed melee/range) to take cities.
    • [ALL GAME VERSIONS] Allow units to move out of threatened areas when endangered, even on neutral territory. This manifested in AI units staying still and fortified while being attacked by ranged or air until they were dead.
    • [ALL GAME VERSIONS] Some bias adjustments to improve attacks on enemy cities.
    • [ALL GAME VERSIONS] Improve range/bombard garrisoning and improve melee garrison logic to attack when it is safe.
    • [ALL GAME VERSIONS] Don't try to assemble city attacks for target cities that have an unclear or hidden path. Improve ability to protect embarked units.
  • World Congress
    • Favor Trades: Adjust some favor trade values to make deals more viable.
    • Normalize evaluation of emergency projects (Send Aid was especially overvalued).
    • Mercenary Companies: AI no longer always chooses choice B, "Faith."
  • Great Works
    • [ALL GAME VERSIONS] Rework of how AI arranges and places Great Works to maximize culture generation. Corrected an issue that could cause the AI to “throw away” a Great Work.
  • Misc
    • [ALL GAME VERSIONS] Ensure AI finds rally points that are on the map.
    • [ALL GAME VERSIONS] Try to improve culture civ's race for Theater Squares.
     
    [PERF]
    • Significant optimization and improvements to Volcano VFX.
    • [ALL GAME VERSIONS] Perf optimizations to both Shaka and Mansu Musa.
    • [ALL GAME VERSIONS] Reduced memory usage.
    • [ALL GAME VERSIONS] Additional graphics performance improvements.
     
    [BUGS]
    • Production Overflow
      • Add the concept of 'salvage' production to the Build Queue. Previously, when salvaging production from a lost Wonder build, the production was added directly back to the build queue. This caused problems of not knowing where the extra overflow came from as well as causing build production to happen when the player's turn was not active.
        • e. Player A and B are making the same Wonder. Player A takes their turn, then Player B takes their turn and finishes the Wonder. The salvage production would be added to Player A's build queue immediately, possibly causing something to complete if the player had multiple things in their build queue.
      • Now, when the salvage production is given to player A, it is stored and then applied to player A's production overflow when player A becomes turn active again. This also fixes the issue of losing legitimate overflow, where we force clear production overflow on turn end to prevent a user from 'banking' overflow by force-ending their turn when a city has no production.
      • Fixed an issue where production on a unit could be transferred to something else by removing that unit from the production queue.
    • UI
      • When purchasing something in a city, make sure that if it was already in the build queue, it goes through the motions of removing the item in the build queue as if it were complete, so that if it was the first item, the next item in the build queue starts building properly.
      • The user was able to open but was unable to close the World Congress screen while the game is paused in multiplayer.
      • Fixed multiple Gossip reports issues.
      • Fix usable scroll area and logo clipping for various resolutions.
      • Remove the rank border designating a score tier while participating in a non-scored Emergency during gameplay.
      • A misleading "Location Pin" icon was present for Projects, Competitions, and Emergencies when the player views the Active Effects menu in the World Congress.
      • The “previous results” icon was appearing in low resolution when voting on a Resolution that has appeared before in the World Congress.
      • The target civ icon was appearing low resolution when viewing a Military Emergency.
      • The Alliance Points appeared with a zero denominator when viewed after an Alliance expires during expansion gameplay.
      • Climate Screen - Use the territory name as a fallback for continent name for climate events which will usually give us names for bodies of water.
      • Production/Gold/Faith production buttons will now be highlighted properly based on which production panel is currently selected.
    • Gameplay
      • Fixed a bug where pillaged districts in a conquered city would cost the full production price to repair. Now they cost 25% as intended.
      • Fixed a bug where pillaged districts would not regain applied bonuses upon repair.
      • Changed Mapuche’s Toqui experience bonus ability to be permanent on units so that it remains even after the governor is removed from the city.
      • Pillaged dams no longer prevent flooding.
      • The Swap Units operation was ignoring the ZoC state of the units, giving you the possibility of an extra move for a unit in the ZoC.
      • Fixed an issue that was preventing units that have the appropriate ability from attacking twice in a single turn.
      • Don't apply Grievances if a player conquers a City-State you have never met.
      • Prevent Laurier from taking the Exploitative random agenda
      • Eject rock bands from a player's territory when they adopt the Music Censorship policy.
      • [ALL GAME VERSIONS] Tomyris’ heal after kill ability was incorrectly being applied multiple times.
      • [ALL GAME VERSIONS] Polish Hussar pushback ability was not working correctly.
      • [ALL GAME VERSIONS] Air units can no longer attack plots marked as impassable.
      • [ALL GAME VERSIONS] Fixed an issue with military buildings not applying their XP bonus correctly.
      • [ALL GAME VERSIONS] Fixed incorrect modifier being applied by Royal Navy Dockyard.
      • [ALL GAME VERSIONS] Fix the Colossal Heads not providing faith with every 2 adjacent woods.
    • Unit Abilities
      • Fixed missing text description for Drone unit bonus ability. Changed Drone unit Civilopedia description text to be more accurate.
      • Fixed missing unit ability description for Observation Balloon range bonus. Changed Observation Balloon Civilopedia description to be more accurate.
      • Fixed text description for Supply Convoy movement bonus ability.
    • Misc
      • Mountain Tunnels, Qhapaq Nan, and Ski Resorts (improvements on Mountains) can no longer be destroyed (or pillaged) by natural disasters.
      • Transfer canal navigation properties on city capture.
    • Crash
      • Multiple crash fixes as seen in the public bug collector.
      • Fix a crash in the Australia scenario that could occur after a random event.
    [ART]
    • Adding a low-quality version of the volcano that gets used if the VFX quality setting is low.
    • Apply FOW blending in river overlay pass.
    • the game camera on the Ski Resort will now shake the snow. Why? Just ‘cuz.
    • Adjusted volcano visuals to feel more volumetric and rolling/boiling.
     
    [MODDING]
    • [ALL GAME VERSIONS] World Builder
      • Added first pass at hand-drawn river flooding.
        • Edge case notes:
          • Only works for floodplains at least 3-long.
          • Only works for hand-created maps, not adjusted map-script created maps.
          • There are a couple places where a user may place a floodplain where it will never flood (like sharing a plain with another river branch, for example).
        • Use our own custom overlay type for Continent mode with more vibrant colors.
        • Normalize order of tool hotkeys and added them to the tooltips for user discoverability.
        • Integrate World Builder properly into the main menu flow instead of hanging off a weird button in the mods screen.
        • Fix several usability issues in Map Editor.
        • Add tooltips to the placement and plot mode buttons.
        • Stop the placement panel from eating the mouse around it.
        • Expose wonder distance check to Lua and wire up specific error message.
        • Fix many bugs related to changing terrain type and having resources/features/improvements go away when they're no longer compatible.
        • Show different continents in different colors when in Continent mode.
        • Only show spawn location icons in Advanced Mode.
        • Hide the tools palette when the Player Editor or Map Editor are up. This is necessary for 1024x768 screens.
        • Don't show labels options in World Builder that don't work.
        • Allow brush usage in Continent mode.
        • Fix some flipped tests that were locking out improvements unnecessarily.
        • Fixed text for rivers and cliffs to distinguish between placing and removing.
        • Split feature and Natural Wonder placement modes.
        • Fixup Natural Wonder undo when dealing with multi-tile features, especially ones that also modify the terrain as well. i.e. Lake NWs changing the terrain to coast.
        • Advanced Mode
          • Don't show spurious "Wonder" district in Player Editor anymore.
          • Add labels to all the items in the General tab of the player editor.
          • Don't create any units alongside a barbarian camp in the WB editor.
          • We don't support Garrison strength editing so don't even show it.
          • Districts are now placeable through the Plot Editor Districts can now be pillaged by the Placement Tool or Plot Editor.
          • Delete units when a player is edited.
          • Fix case where capital city would have no name if you changed a civ's leader to not match (Should help with mod civs too).
          • Fixed issues with the Plot Editor Improvement Pillaged checkbox. Fixed null error which prevented the Placement tool from placing improvements. Pillaged checkbox for Improvements now works with the Placement tool.
        • Tiled Map Importer
          • Fix additional crashes seen in the wild when importing maps from Tiled editor.
        • Misc
          • [ALL GAME VERSIONS] Removed constraint on map start positions that only allowed 1 entry for map/plot, as it was too restrictive for modders.
          • [ALL GAME VERSIONS] Looking up localized text in mods will now fall-back to other languages before failing.
     
Sid Meier’s Civilization® VI

Battle royale is a pretty fluid and flexible game mode since the concept of a bunch of players fighting to be the last one standing can fit into just about any kind of multiplayer game. So maybe it's not all that shocking that yes, even Civilization 6 is getting a battle royale mode. And it's got nukes!

Civilzation 6: Red Death is out today, free for any current owners of Civ 6. Red Death supports up to 12 players per match, though there are a number of map sizes suitable for smaller groups, including two-player duels. You can also play against AI-controlled opponents.

You don't build civilizations in Civ 6's battle royale: it's far too late for that. Red Death takes place in the post-apocalypse where cities are ruins, the landscape is lifeless, the oceans are acid, and a radioactive storm—the Red Death—is slowly closing in from all sides. It's probably Gandhi's fault.

Rather than build a civ, you manage a post-apocalyptic faction comprised of mobile combat units protecting a civilian unit—and if that civilian unit dies or is captured, you're out of the match. You explore the map with your units, a turn at a time, hoping to gather additional units and level them up with XP. Meanwhile, the Red Death closes around you, forcing you into contact with other players and AI-controlled enemies and outposts in the ever-shrinking safe zone.

Six of us played a match of Red Death last week, and I've played a few more times against the AI. You can read all about it here.

Sid Meier’s Civilization® VI

Battle royale, of all things, is coming to Civilization 6 today. The new turn-based battle royale mode, Red Death, is set in a post-apocalyptic wasteland of poisoned oceans, ruined cities, and a shrinking circle of deadly radiation. Red Death supports up to 12 players per match (though you can play with as few as two), and you can play against other people, against AI opponents, or a mix of both. Red Death is free if you already own Civ 6.

Six of us played a long and fairly uneventful single match of Red Death together last week, the highlight of which was Tyler nuking the crap out of James. I also played a few additional rounds against AI opponents over the weekend. It's a strange mode for Civ, really, especially considering you don't build civilizations. You don't build anything at all, in fact. Here's how Red Death works—and here's what doesn't work that well.

Each player begins somewhere on the wasteland map with an infantry unit, a machine gun unit, and a civilian unit. It's the civilian unit that is most vulnerable and most important. Your civilian has no attack ability—they're just driving around in a junky-looking truck—and if they're killed or captured it's an instant game over for you, no matter how many other combat units you have at the time. The goal is to be the last player on the map with a civilian unit, at which point a spacecraft lands and takes your civilian off the ruined planet to the safety of an orbiting space station. It doesn't sound that much like Civ, huh?

Each player takes their movement turn simultaneously, though combat happens in a more traditional turn-based format. Creeping across the map takes time, a long time, with most units only moving a couple of hexes in a single turn. Even with six of us playing on a small map, we almost never ran into or even saw each other during our match, so it was all very slow and uneventful at the start of the round as we spread out, fought against a few AI raider units, and began the Civ version of looting for gear.

There are a few ways to increase your power. You'll come across ruined cities you can drive right into, you can attack and invade AI strongholds, or you can be the first player to reach an airdrop. Your reward might be an additional civilian unit, a helicopter, a tank, additional infantry or gunners, and so on. Sometimes you'll just find some additional XP you can use to promote your units, which opens up a very small skill tree to buff their abilities. If you have two matching combat units, you can link them together to form more powerful squadrons. Link another, and your squad becomes an army.

And sometimes you'll find a damn nuclear warhead you can launch to do heavy damage against an enemy—though even the nuke isn't fatal if the unit you're targeting is at full health. The nuke also leaves a sizable area of the map irradiated for several turns, sort of like Civ's version of PUBG's red zones.

You can link a combat unit to your civilian to act as an escort, which I would definitely recommend. If your civilian is alone, all it takes is an enemy unit to occupy the same hex to capture it and end your game (if it's your only civilian). Using a combat unit as an escort means that unit will have to be defeated before you civilian can be captured.

The closing circle of Red Death, at first, feels incredibly slow. Beginning on the very fringes of the map it can be ages before you even see the edges of the red circle. There's a timer telling you when it's going to begin closing, and you're shown the area it will close around as it advances a single hex per turn.

But once it's closed in a bit the Red Death becomes a major threat. If you're fleeing the circle and run into enemies or difficult terrain, or if you're trying to capture an airdrop and get caught in it, the Red Death can really make a mess of your units. If several players are still alive near the end of the match it can become a massive traffic jam. Trying to navigate, protect civilians, and battle other players or AI enemies in the tiny handful of remaining safe hexes is fun in the late-game, and about as much fun as Red Death gets (nuking someone is also fun). It just takes a long, slow, sluggish match to get to the good part.

There are eight different factions to choose from, which give you a few different buffs. Borderlords have greater combat strength when within a few hexes of the safe zone border. Wanderers have a movement bonus through tough terrain. Preppers gain more XP, allowing their units to level up more quickly. Mutants are hurt less by the Red Death and have a movement bonus while inside it, and Pirates don't take as much damage while traveling through the poisonous oceans. Probably the best factions are the Cultists, who have +3 sight, allowing them to peer deeper into the fog of war and spot other players before they see you, or the Mad Scientists, whose units heal twice as fast as other factions.

While the early game feels incredibly slow and not terribly interesting, I've had some fun with Red Death when it comes down to the final few factions crammed into a tiny safe zone near the end of the match. While Red Death definitely doesn't feel like a reason to buy Civ 6, I would recommend at least trying it if you already do own it, even if it's just some matches against the AI. If you're playing a large match, I'd also suggest choosing a smaller map than you think you need, or you might never even see each other until the end.

If there's something missing in the build we played, it's the option to allow players to spectate the remainder of the match once they've been knocked out. As the host of our match, I had to sit there staring at blank screen after I got knocked out early because I was afraid that if I quit to the menu, the match would end for everyone else. But there's a good amount of match customization available otherwise, from changing the turn timer to specifying map size and even map type and features. 

Sid Meier’s Civilization® VI - Hinkle2K
Hello, Civilization fans! We're happy to share some details on the next game update coming for Civilization VI. For all the details, watch the full preview video here:


SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT

https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
Civilization VI: Gathering Storm is available now. 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 - contact@rockpapershotgun.com (RPS)

On the night of Friday 30th August, at PAX West in Seattle, RPS will raise the dead. Using techniques too dreadful to comprehend, we shall puncture the mortal veil like a sheet of wet tissue paper, and drag something back from the other side. That spirit will be Ghoastus, the Roman Ghost: our first fully spectral staff writer, and the site s occasional historical strategy correspondent. He s erudite, he s wise, and he s in no way a person draped in a sheet and a replica centurion s helmet.

Ghoastus will be interviewing a panel of strategy gaming s leading lights: Ed Beach, lead designer for Civilization VI; Adam Isgreen, creative director for the Age of Empires series; Peter Nicholson, content designer for Imperator: Rome; Jeff Spock, narrative director of Amplitude’s just-announced historical 4X Humankind; and Nicholas Tannahill from Stronghold developers Firefly. From within his circle of chalked wards, Ghoastus will ask them how they mix reality with fiction when making historical games, and how they ve kept well-loved franchises fresh over the years.

(more…)

Sid Meier’s Civilization® VI - contact@rockpapershotgun.com (Alice O'Connor)

Following the sci-fi 4X strategy of Endless Space and fantasy 4X of Endless Legend, the next strategy game from Amplitude Studios has an even stranger setting: human history. They’ve just announced Humankind, a 4X strategy game which I will crudely describe as “sounding like Amplitude’s take on Civilization.” By which I mean it’s a turn-based 4X strategy game where galleons can be sailing around at the same time as submarines and all that. I’ve long wished for a contender to strut menacingly around Civ’s turf and I’m doubly keen to see what Amplitude will do there. Here, watch the announcement trailer below.

(more…)

Half-Life 2 - contact@rockpapershotgun.com (Robert Yang)

In Vectorpark s Sandcastles, you build fantastic towers and watch the waves erase your work every 10 seconds. It s a very direct metaphor for the global climate crisis that threatens to flood coastal cities and exacerbate natural disasters. Sandcastles confronts us with our totally predictable watery doom, but we also find fun and expression in our totally foreseeable destruction. When the planet dies, at least we ll be entertained.

Before you commit to starving and drowning, you should probably understand how and why it ll happen. To imagine this nightmarish hellworld, readers can flip through climate fiction novels ( cli-fi ) and movie-goers can watch a big unprofitable climate disaster blockbuster every few years. But us mouse-clickers, we obviously don t read books or watch movies. Instead, we play with climate. Behold, the climate crisis game.

(more…)

Sid Meier’s Civilization® VI - Hinkle2K

Hello, Civilization fans! As we revealed on the Sid Meier’s Civilization YouTube channel a few days ago, we have been hard at work on a new update for Civilization VI and it’s now ready for release. Watch the video below to see the developer rundown for this latest update:

https://youtu.be/BsW9ZtWLsr0
SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT

Thank you all for your continued feedback on Civilization VI. This update automatically installs through Steam; if you’re having trouble, please restart your Steam client.

Please note: Due to the character count limit of Steam Community posts, you'll have to go to civilization.com for the full update notes. Click the link below to go to the post!

Click here to read the full update notes



https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. 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
Hello, Civilization fans! A new update is coming soon to Civilization VI: Gathering Storm and it's a big one. For all the details, watch the full preview video here:

https://youtu.be/BsW9ZtWLsr0

SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT

https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
Civilization VI: Gathering Storm is available now. 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 - Valve
Today's Deal: Save 67% on Sid Meier’s Civilization® VI and the Digital Deluxe Edition!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends May 20 at 10AM Pacific Time
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