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 - Hinkle2K

A new update, addressing issues that have emerged in the community following the release of the Antarctic Late Summer Game Update, is now available for Civilization VI. Please see below for details on this update.

[NOTES]
  • Great Works no longer use Drag and Drop. They have been returned to the previous functionality of “click to move.”
  • Addressed the following trade exploits reported within the community:
    • Fixed: User could trade low Gold-per-turn for high Gold-per-turn with AI players, essentially “stealing” large amounts of Gold.
    • Fixed: AI was not valuing Strategic resources correctly. You could sometimes trade 1 iron for 18 iron. Once you offered over 20 Strategic Resources, the value from the AI would drop to 1 Gold regardless of quantity. It now properly levels off.
    • Fixed: AI would give the player hundreds of Gold for a single Luxury Resource. While AI can give a healthy amount (Gold per turn plus some additional Gold) if they really need the Resource, it should rarely if ever be 10+ Gold per turn.
    • Fixed: The AI would give the player hundreds of Gold for very low quantities of Diplomatic Favor, regardless of whether they were pursuing a Diplomatic Victory or not. This should now be back in line with everything else, with offers weighted accordingly if the AI is chasing a Diplomatic Victory.

https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
Civilization VI: Gathering Storm is now available. Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

           
Sid Meier’s Civilization® VI - Hinkle2K

Hi Civilization fans! As we hinted at last week, the first major update for Civilization VI: Gathering Storm is here and you can download it today. Hear about the developers’ vision for this update in our preview video below:

https://youtu.be/GGvjflXi3uE
SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT

This update automatically installs through Steam; if you’re having trouble, please restart your Steam client.

Please note: Items listed below are for Gathering Storm’s ruleset only unless otherwise specified.

[FEATURES]
  • [ALL GAME VERSIONS] New and improved version of Map Pins (now called Map Tacks) that includes pin icons for many new specific markers (Districts, etc.), in addition to a new grouped scrollable list of pins that were placed. Thanks to Bradd Szonye for his Mod inclusion!
  • [ALL GAME VERSIONS] Map text search: Located on the mini-map tool bar. Players can now search for map items via text search and have them highlight on the map. For example, type “Iron”, or “Knight”. Includes search history, search suggestions, and “go to” buttons.
 

[BALANCE/POLISH]
  • Civs
    • Canada: Receives +1 Production from mines on Snow and Tundra (Including hills).
    • China: Great Wall can only be pillaged (never removed) by natural disasters. +2 Gold for improvement itself. Add +1 Gold and +1 Culture to that received for each adjacent Great Wall.
    • Egypt: Update the Egyptian Chariot Archer to not replace the Heavy Chariot.
    • Egypt: Sphinx now provides +1 Culture if built on Flood Plains. Cannot be built on Snow, Snow Hills, Tundra, or Tundra Hills.  +2 Appeal (since they are encouraged to build on Flood Plains). Cannot be built next to another Sphinx.
    • France: Château now provides 1 Culture for each adjacent wonder. 1 Gold for each adjacent Luxury Resource.
    • Hungary: Mathias ability now only 75% resource and Gold discount to upgrading levied units (instead of 100%).
    • India: Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes.
    • India: Varu ability no longer stacks but maintenance reduced to 2.
    • Mali: Nerf the Mali + City-State + Democracy Combo/Exploit. Democracy is now a 15% discount on purchases with Gold.
    • Mali: Increase Mali desert weighting.
    • Maori: Toa ability no longer stacks, and Strength is reduced to 36.
    • Maori: Reduce the Marae ability to +1 of each bonus yield, instead of +2.
    • Netherlands: Add a Production bonus towards Flood Barriers and Dams.
    • Norway: Allow Norway (only) to receive Science and Culture from pillaging improvements in addition to Gold or Faith.
    • Spain: Mission: +2 Faith; +1 Food, and +1 Production if on different continent than your capital. +1 Science for every adjacent Campus and Holy Site.
    • [ALL GAME VERSIONS] Improve leader victory preference weighting.
  • Environment Systems and Climate Change
    • Reduce Dust storm yields by 33%. Add some Food yields from Blizzards. Reduce damage to population and structures from Blizzards by about a third.
    • Detach climate change progress from Natural Disaster Intensity slider.
    • Move percentage of coastal tiles that can flood from 35% to 45%.
    • Halve carbon emissions from units to slow down climate change to just over half the previous rate.
    • Reduce unit CO2 emissions for a player by 50% if they research Advanced Power Cells.
    • Increased chance of Storms and Droughts per degree of temperature rise is no longer 20% for all events. Now it does not increase chance of weaker type of each storm/drought at all but instead boosts stronger type by 50%.
    • From Phase IV on Floods and Storms will not add fertility.
    • At Phases V and above yields previously added to the map can be stripped off as Storms and Droughts pass over (chances increase as you move to later phases).
    • Allow a single player's CO2 footprint to go negative (if they have run the Carbon Recapture project but never generated much carbon). Hence one player can clean up the other players' mess.
  • World Congress
    • Provide a one-time cap on each player receiving Favor for reviving each other major player.
    • Adding tooltip to tiebreaker scenarios so players can understand why a player won a tiebreaker.
    • Adding Favor Per Turn and Request for Aid score penalties for excessive Grievances and CO2 emissions.
    • Climate Accords competition now enables projects for decommissioning Power Plants.
    • Reducing the lockout timer on hostile emergencies so that they can show up slightly more often.
    • Reduce time between deals during Request for Aid emergencies so AI can give multiple gifts if desired.
  • Districts/District Buildings
    • Reducing power of Royal Society Government District Building (reducing percentage-per-builder-charge from 3 to 2).
    • Nuclear Accidents of any severity will now always pillage the Nuclear Power Plant.
  • Pillaging
    • [ALL GAME VERSIONS] Convert Science and Culture from pillaging improvements to Gold or Faith.
    • Reduce effectiveness of Raid and Total War policies so they are only +50% instead of +100% to pillaging
    • Dam districts now provides healing if plundered.
    • Pillaged Reactors cannot trigger a nuclear accident. Completing the 'Recommission Nuclear Reactor' project will also 'un-pillage' it.
  • Improvements
    • Seastead: Cannot be placed adjacent to another Seastead.
  • Wonders
    • Panama Canal wonder now gives +10 Gold to its city.
    • Mahabodhi Temple and Statue of Liberty now award Diplomatic victory points.
  • Units
    • Increase the cost of upgrading units (about 33%).
    • Reduce base cost of Naturalists from 800 to 600 to make them compete better with Rock Bands.
    • Update certain Great Generals and Admirals to provide strategic resources.
    • Make sure Barbarians can't spawn GDRs.
    • Unsuccessful WMD attacks now consume the WMD.
    • [ALL GAME VERSIONS] Increase the Destroyer’s sight range to 3.
    • [ALL GAME VERSIONS] Air unit and Anti-Air unit combat strength balance changes propagated to base game.
  • City States
    • Add Walls to City States on Diety and Immortal games.
    • Add additional melee units to City States at higher difficulties.
  • Misc
    • Grievances/Warmongering: Changing Grievance calculation (and Warmonger in base and XP1) to treat cities taken offensively during a Defensive Pact/Suzerain War/Emergency War as if taken during a Formal War (now generates Grievances)
    • Setup: For advanced starts, add extra Faith and scale it.
    • [XP1, XP2] Track barbarian camp placement throughout the game (much like we do storms & droughts) and shy away from camp locations that are close to previously used spots. Should distribute camps across the continents better.
 

[MULTIPLAYER]
  • Play By Cloud
    • Hide full games on Lobby list.
    • Adding Remember My Choice option for what happens after a client readies up.
    • Adding automatic ready up countdown.
    • Activating an in-game notification for a Your Turn event to display a popup that will allow the user to go straight into that match.
    • The Upper case " i ", lower case " L", and number 1 all look identical when observing the Join Code in the Game Summary of the Play By Cloud Staging Room. - Increased size of the font so unique aspects of gylphs can be determined.
    •  
  • Misc
    • Relationship pip icons would fail to display when progress with other Human Players during a Multiplayer game (Allied, etc.).
    • Staging Room countdowns should reset when a new session is joined. Countdowns should persist even if the screen is simply hidden, which happens if the Game Settings tab is pressed.
    • In-game chat panel should not display dead players.
    • Additional general bug fixes and polish.
 

[SCENARIOS]
  • You can now play the Black Death scenario in hotseat/PlayByCloud.
 

[SYSTEMS]
  • Add secondary color to jersey selection color collision detection. Now jerseys are only considered to have collided if BOTH primary color and secondary color collide. Jerseys with similar or identical primary colors are now allowed if the secondary colors are very different
 

[UI]
  • Great Works UI: Converted system to Drag and Drop.
  • Climate Overview: Add icon, tooltip for fertilized tiles lost due to weather events.
  • Civilopedia: Pillaging Yields are now database driven in the Civilopedia.
  • [ALL GAME VERSIONS] World Resource Report: Add sorting on resources and on the leaders in a row.
  • Additional general bug fixes and polish.
 

[AI]
  • Trade
    • Increase value of Diplomatic Favor. Limit number of items desired in a trade. Set minimum value for traded items.
    • Don't try to trade more of a Luxury resource than the human is already importing.
    • Correctly value maintenance resources when calculating trades. Reduces possible exploits with resource for gold trades with the AI.
    • Fixes to trades for strategic resources - Stop paying full value for them when you've got a decent stockpile, not just at the stockpile cap. Reduces possible exploits with resource for gold trades with the AI.
    • AI will not pay for banned resources
    • Reduce the chance that the AI offers only a single strategic resource in a trade deal unless they are padding out a larger deal.
    • Improvements to AI Deal management with Gold.
    • [XP1, XP2] Fix an issue where AI was overvaluing Great Works on the turn they are created (causing lots of trade requests).
  • Victory Strategies and Agendas
    • Boost Wonder Obsessed AI's desire for Wonders in later eras.
    • Improve victory strategies, including Diplomatic victory.
  • Combat
    • Improve AI ability to successfully complete the capture of a city during a Military Emergency they are taking part in.
    • Embarked units know they are under threat from naval units - Improve protection of units while on city assault.
    • [XP1] Improve ability for AI to use Warrior Monks militarily - Add additional war footing condition.
    • [XP1, XP2] Fix an issue where an AI unit garrisoning a city would occasionally leave the protection of the city when they didn’t need to, exposing them to attack.
    • [ALL GAME VERSIONS] AI more strongly prefers attacking with aircraft to deploying to districts.
  • Misc
    • Fixed an issue that was making the AI less likely to improve strategic resources.
    • Avoid advancing your Power Plant if you don't have resources for it.
    • Increase odds of aggressive civs making encampments.
    • [XP1, XP2] Reduce value of supply convoys, they were heavily overvalued by AI.
    • [ALL GAME VERSIONS] Minor Civs will no longer make aircraft carriers (since they can't make aircraft)
 

[PERF]
  • Additional AI and rendering performance improvements.
[BUGS]
  • Civs
    • Phoenicia: Fix non-capital continent bonuses moving properly for Phoenicia (additional checks).
    • Cree: Poundmaker's Trade Route UA (which is based on tile improvements at the destination city) now works like it used to back in XP1.
    • Maori: Mana ability was incorrectly being applied to all units.
    • Ottomans: Ibrahim in some situations was not able to be moved to another capital.
    • Kongo: Now correctly is awarded benefits from Founder beliefs. Mvemba now cannot get the Intolerant Agenda.
  • Policies: Check for obsolete policies after awarding free civics (Bolshoi).
  • Many fixes to code that controls what is expelled during city flips, capture, trade, etc.
    • On city transfer, all air-units that do not belong to the new owner that are based in a district or improvement, are immediately re-based, prior to any other expelling of other units.
    • If the city is flipped to a new culture, default placement rules apply, no units are booted out, except stationed air-units, unless they can't be in the new owner's territory.
    • If the city is transferred in a deal, only friendly units (non-air), traders and spies can stay.
  • Units, Movement, and Combat
    • Fixed a bug caused when trying to form an Army with a unit that has no movement remaining.
    • [ALL GAME VERSIONS] Don't factor in embarked and amphibious combat penalties for air units.
    • Don't let the player select other player's air units.
    • Fix an issue that was causing the unit cycling to pull camera away from user when they were doing things like changing citizen assignments in the city.
    • Don't add Mountain Tunnel entrances/exits on water tiles.
    • Don't let an embarked builder/engineer create an adjacent improvement on a land tile.
    • Remove mountain tunnel entrance/exit if the tile submerges.
    • Don't let naval units use Tunnels.
  • Carriers/Air Units/Rebasing
    • Added additional checks to rebasing aircraft to make sure they are properly paired in cases where a carrier unit exists in a city center.
    • Correct some visualization issues with air-unit rebasing.
    • When a tile is annexed by a player and it is trying to kick out any other players that shouldn't be there, don't assume that all the air units can't be there, they might be able to stay.
    • Also do the kick out in two stages so that if the units do have to leave, any parent objects are moved first, then child objects, so the child objects can just go to where the parent is (aircraft carrier) if appropriate.
  • Civilopedia
    • Removing a page from the Civilopedia's Trade Route game concepts, which referred to a base benefit that was removed in XP1 and XP2 and made into a governor bonus instead.
    • Update Sweden's capitals in the Civilopedia to be Swedish instead of Norwegian.
  • UI
    • Golden Age UI will fail to display on the Status bar when transitioning into the Future Era during a Gathering Storm gameplay.
    • Fix an extremely large amount of space being added for tooltips from point.
    • UI now properly updates upon completion of the Recommission Nuclear Reactor project.
    • [ALL GAME VERSIONS] Several color systems fixes and corrections. Improved default colors for several civs that were difficult to read.
    • Multiple misc UI fixes and updates.
    • Front End: 'Teams Share Visibility' is now disabled/0 when 'No Teams' is checked and reset when unchecked.
  • Trade
    • Treat incoming gifts as incoming demands; don't allow the user to modify them.
  • Resources
    • Player Resources are now updated before Player Units in the turn order. This is to fix the issue where the insufficient resource combat debuff was not being removed until the following turn, even though the player had sufficient resources at the beginning of the turn.
  • World Congress
    • Fixing multiple World Congress issues that could cause mis-matched or blank proposal choices to show up on the review and results screens.
    • Adding in filtering for the Migration Treaty, so that players cannot target unmet players.
    • Fixing an issue that would allow a Special Session to be called before the World Congress properly unlocked.
  • Wonders
    • Fixed an overflow that some players noticed when they had large amounts of gold and completed Big Ben, which gives a 50% gold bonus.
    • Fixed an issues with Apadana where the user was not granted 2 Envoys when completed.
    • Fixed Panama sometimes not lining up with its neighbor canals.
  • Grievances
    • Grievances now decay between dead civilizations. Prevents negative Loyalty modifier from hanging around after defeating the city's original owner.
    • Fixing Grievance notifications doing nothing when clicked.
  • Districts
    • Fixed a bug preventing nuclear reactors from being removed from the game when a city is razed. Changed the identification of nuclear reactor buildings to use a database parameter instead of a game tag. Added fail checks when searching for a reactor type building.
    • District modifiers should now properly reattach when the district was pillaged but has been successfully repaired (was staying inactive; ex. a pillaged Suguba district that was then repaired).
    • Districts that are over strategic resources are now correctly represented in the Reports screen. Resources are shown as from that city as opposed to 'Gameplay Bonuses'.
  • Misc
    • Hall of Fame: Improved performance of aggregate updates. Also fixed a crash that would occur if one of the Hall of Fame aggregate queries was bad (typically from a mod).
    • Map Gen: Make is so that there is a chance that Zhangye Danxia and Mount Roraima can appear. Before there was 0% chance of them showing up.
    • Map Gen: Make sure coastal lowlands don't appear inland near lakes
    • Scenarios: Plantations should not show up as a potential build in the Black Death Scenario.
    • Achievements: Fix “Peacekeeper” achievement to require that the end-user be Laurier winning an emergency.
    • Achievements: Ensure that the player has actually won the Nobel Prizes for achievement
    • [ALL GAME VERSIONS] Multiplayer: Fixing progress blocker that was occurring if a player was defeated during their turn in hotseat.
    • Road Vis: Fixing issues with Road and Railroad “spaghetti”.
    • Tile improvement modifiers should now properly detach from an old city when the tile is swapped to another city (was staying active; ex. Power from green energy improvements)
    • [ALL GAME VERSIONS] Espionage: Fix espionage funds being siphoned not showing for negative amounts
    • City-States: When sending your first real Envoy to a city-state, but you already have Amani in that city-state giving you "virtual" Envoys there, correctly award a second bonus Envoy from the Diplomatic League policy
 

[CRASH]
  • Multiple crash fixes as reported by the public crash reporting system
 

[EXPLOITS]
  • [ALL GAME VERSIONS] Re-enable SHIFT+ENTER to force end turn. Make sure that production overflow is lost if this is used.
  • Coastal Raids can no longer target Impassable plots. In Gathering Storm, this loophole allowed naval units to raid a mountain improvement (ex. Mountain Tunnel) without actually pillaging it, allowing continuous gold.
  • Great Generals that transform a military unit into a Corps or Army can no longer do so for the GDR, which is not allowed to be a Corps or Army.
  • Correct exploit where player could receive duplicate Luxuries by trading it away, removing the improvement, then rebuilding it for a duplicate copy.
 

[MODDING]
  • ModBuddy
    • ModBuddy now supports XP1, XP2, and shared pantries in art tools.
    • Misc polish and debugging.
  • WorldBuilder Editor (unsupported)
    • Allow Forge tuner panel to work in WorldBuilder.
    • Add “Basic mode” for creating simple hand-crafted location maps with random start positions. Separate out scenario tools to “Advanced Mode”, which is very much still in development.
    • Add ability to “paint” with different brush sizes.
    • Assign a default continent value when “painting” any terrain (Africa).
    • Scatter Resources button added.
    • Settings
      • Disable Generate New ID button in Basic mode.
      • Make Generate ID button do something in Advanced mode.
      • When updating text strings, the text in the left column did not update to reflect the changes.
      • Now, text options are locked for name, descript, and map name, map descript (they are required). These were able to be deleted before.
    • Misc
      • Don't allow selection of resource amounts for non-strategic resources in the Plot and Placement editors.
      • Fix an issue where an already saved WorldBuilder map, when loaded back into WorldBuilder, would lose continent data.
      • Erase any improvements on a plot when changing the owner to NONE.
      • Erase improvements and features on a tile if you change the terrain type to something incompatible in the Placement mode.
      • Allow changing the Pillaged state of improvements on tiles.
      • First pass at status message system to give feedback like "Library requires a Campus district" or "Placed Shrine successfully" instead of silently doing nothing.
      • Show correct civ icons in World Builder Player Editor.
    • World Builder Front-End
      • Additional Content
        • New maps created in WorldBuilder are now automatically found and enabled when returning to the main menu. No more required restart.
        • Updated mods UI to show a different icon if the mod came from a map.
        • If a mod has a 'Created' property, show the date the mod was created. * Expansion 2 and Expansion 1 are now always shown at the top of the mods listing.
        • Map-loaded mods are always considered compatible.
        • Additional fixes for compatibility, etc.
      • Game Setup
        • Maps now display properly in the in-game map-lists if you are in the correct rule-set, and the map mod is enabled.
        • Maps created in the “Standard” ruleset now will show as playable in both Rise and Fall and Gathering Storm.
      • World Builder Menus
        • Change front-end menus to reflect only items necessary for WorldBuilder. Update text strings. Update in-game pause menu to reflect only items necessary for WorldBuilder.
        • Add World Wrap toggle to Advanced Setup.
 

[ART]
  • Fixing hotseat Rock Band colors.
  • Fixing the unit colors for the Fez city state.
  • Tweaking the unit colors for Japan and Mapuche to match their civ jersey's a bit better
  • Pass on the "Player Colors" which are the jerseys that are picked when we run out of other reasonable jersey selections. We have enough to cover over the max number of players picking the same civ.
  • Add beards to all remaining leaders that did not previously have beards.
  • Tweak to the civ Icon backing texture that is used in the Character selection screen. Show more representative color scheme so that players will be able to make more informed readability decisions in the main menu.
  • Editing Gorgo/Greece civ symbol placement and size so it matches all the other civs.

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! We're happy to announce that the first major game update for Civilization VI: Gathering Storm is coming soon. We're calling it the Antarctic Late Summer Game Update, and you can learn all about it in this update preview video from the developers of Civilization VI: Gathering Storm!

SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT
youtu.be/GGvjflXi3uE
The developers will be live later today to show off the new update. Be sure to tune in at 11am PT / 2pm ET / 8pm CET via one of these links:

Twitch ► twitch.tv/firaxisgames
YouTube ► youtube.com/civilization
Steam ► 2kgam.es/CivilizationVI

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 - Hinkle2K
Hello Civilization fans,

We’ve noticed some questions in the community surrounding our EULA (End-User License Agreement), the Take-Two (T2) Privacy Policy and how T2 collects data and other information from Civilization VI players. We want to take a moment and address this, as well as provide some clarity.

Like other T2 games, Civilization VI uses T2’s EULA and Privacy Policy, both of which apply to the broad portfolio of T2 games and cover various genres, platforms and business models. T2’s Privacy Policy, referenced and linked to within the EULA, was last updated on May 8, 2018.

When a player agrees to the Privacy Policy, the player’s SteamID and Steam Alias (if the user has one) are collected and stored securely by T2; this data is used to improve Customer Service. Personal information, such as email address and birth date, is collected when a user voluntarily registers for a 2K Account and is required to participate in our Online Services. The amount of personal information we collect depends on your use of our Online Services.

Civilization VI collects telemetry for gameplay actions like session start/stop times, system information (e.g. video card type/DXX11 and DX12 devices), in-game economics, tech boosts, game settings and other stats that help with our ongoing commitment to improve the gameplay experience and make the AI a better player. We collect select hardware information for tuning the game to run better on the wide variety of systems used by our players. We also may collect bug reports containing game logs; these help us proactively fix bugs without users having to contact our Customer Service department.

We have also seen some questions about Red Shell, a marketing analytics tool we implemented and ultimately removed from Civilization VI. We originally implemented Red Shell into Civilization VI on February 8, 2018 in build version CL332786 and, based on community feedback, removed it on July 8, 2018 in build version CL362541. After removing Red Shell from Civilization VI, T2 instructed Red Shell to destroy all collected Civilization VI data. If you are still using a version of Civilization VI between CL332786 and CL362541, rest assured the Red Shell servers are not collecting any data.

The legacy of the Civilization series is as much about the games as it is about you – the fans who play them. You are the reason why the Civilization series has continued for nearly 30 years, and we care about what you have to say – good and bad. We thank you for your ongoing support and hope you will continue being active participants in this great community we all love.

Stay civilized!
Sid Meier’s Civilization® VI - Hinkle2K

Civilization VI: Gathering Storm is now available on PC, Mac and Linux! The choices you make in the game will influence the world ecosystem and could impact the future of the entire planet.

https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/

To see the full list of changes to the base game and Rise and Fall click here:
https://steamcommunity.com/games/289070/announcements/detail/1742234241889076456

Looking for more info on the second expansion to Civilization VI? Watch our New Features Explained video below:

https://youtu.be/EZ8XRJNitCE
You can also learn about all of the new civs and leaders with this playlist:

https://www.youtube.com/playlist?list=PL-lTq9LJCHpQQnhVN-zAHfWXV0UglZ1mr

If you encounter any technical issues, please contact 2K Support here: http://2kgam.es/helpme2k

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!

With the launch of Civilization VI: Gathering Storm drawing near, we wanted to take a moment to share some info on the update coming to the base game experience and Rise and Fall. We’re adding in a few new features like Play by Cloud and the Hall of Fame, as various tweaks and balances - all of which will be available in the base game and Rise and Fall expansion when the new Civilization VI: Gathering Storm expansion launches tomorrow.

SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT
https://youtu.be/EZ8XRJNitCE
Here is the full list of changes:

[AI]
  • AI now builds and uses aircraft more effectively.
  • Weaken AI garrisoning if they can use it to take an enemy city.
  • Don't send more than one unit to capture a given unescorted civilian.
  • In non-emergency situations, AI will not trade away more gold per turn than they make excluding trade deals.
  • Improve AI ability to garrison ranged units during city attacks.
  • When AI takes a city, automatically assign a defender.
  • If an AI can take a city this turn, don't try to defend your units first in the process
  • Increase value of picking up resources for unit maintenance.
  • Digging up artifacts in an ally's territory counts as an incursion.
  • Barbarian raid timer now starts as soon as the first unit arrives in range, instead of waiting for the final unit.
  • Allow barbarians to go through unexplored territory as part of an attack.
  • AI will protect units assigned to defend a city from attack while they are trying to get to the city.
  • Increase weighting for Naval Superiority AI trees to focus on building sea units.
  • AI tries to figure out if a city is on the periphery before taking it, avoids jumping into the center of the Empire unless it needs to.
  • Allow AI to levy for defensive purposes.
  • AI now simplifies/focuses trade deals when requesting trades, rather than asking/offering a smorgasbord of items.
  • Correct an issue that was preventing the AI from properly theming artifact collections.
  • Don't warn or get angry if partner converts target city of religious emergency.
[UI]
  • New Features
    • Front End: Hall of Fame – Victory and defeat tracking with detailed statistics and graphs for each.
    • In-Game: Build Queue and Multi-Queue, along with tabbed interface to toggle between modes.
    • Lens: Empire Lens – When toggled, displays owned territory, as well as district locations and base yields from districts.
    • World Resources Report: Breakdown of how many strategic and luxury resources each major civ possesses that you’ve met.
    • Mini-map: New mini-map that is easier to read, and a new full-screen mini-map mode that you can toggle in-game.
    • Map Labels: In-world text labels on Natural Wonders and National Parks. (Gathering Storm ruleset games only)
  • Game Setup/Options additions
    • Multiple Colorblind Accessibility options available.
    • Touch Input Enable checkbox available
    • Cloud Shadows Graphics option available.
    • Mouse Wheel Speed slider option available.
    • Warning about Mod Compatibility checkbox available.
    • Gathering Storm Benchmark options (requires Gathering Storm) available.
    • Civilization “Jersey” System: Automatically adjusts Civilization color schemes if they are too close in color range to each other.
    • Scalable resource and yield icons with high-resolution textures available (can be modified via XML).
    • Automatically hide the city ranged attack interface when selecting a unit.
    • Automatically hide ranged attack arrow if a selected unit is out of moves.
    • Automatically adjust the positioning of unit flags covering the city range strike button if an enemy unit moves in range.
    • Add recommended target tile highlighting for the Archaeologist.
    • Unit cycling logic improvement, reducing the instances of the camera getting pulled away from where the user intends to go.
    • Pop-up and advisor queue ordering updates and progress.
    • Additional misc. UI and text fixes, tweaks and updates.
[GRAPHICS]
  • New particle system increases performance and allows many more particles to be visible at the same time (much less likely to see effects flicker or fail to play correctly in complex scenes).
  • Slowly moving cloud shadows (can be toggled via graphics options).
  • New terrain/model reflections (previously only ocean/rivers had reflections).
  • Sub-pixel filtering for floating UI elements (fixes ‘jitter’ on unit flags and city banners as camera moves).
  • Improved shadow quality on leaders, obsolete 8K shadow map option removed from ‘ultra’ settings.
  • Further performance and memory usage improvements in DX12.
  • Visual fidelity improvements and sharpness of culture borders and overlays at all graphics quality levels.
  • Various improvements to city and road layouts.
  • Various graphics performance optimizations.
  • Multithreading performance improvements.

[MULTIPLAYER]
  • New Features
    • Play By Cloud (requires a network connection)
  • Multiple desync and stability fixes
[BALANCE]
  • Barbarians
    • Make Barbarian camps spawn recon ranged units in later starts.
  • Unit and Unit Combat
    • Scale pillage rewards by era (except healing).
    • All healing rewards are now 50 HP.
    • Adjust pillaging rewards of science and culture improvements to be a base value of 15 instead of 25.
    • Update the Machine Gun to have a range of 2.
    • Add Mobile Ranged tags to spawn different units other than Horse Archers late in the game.
    • Air Unit Combat Strength increase to more appropriately match corresponding land Army formations. (Gathering Storm ruleset games only)
    • Anti-Air Unit Combat Strength increase to match new Air Unit balance, and lower maintenance. (Gathering Storm ruleset games only)
    • Players can now start with unique units even if they are not direct replacements.
    • Make the Missile Cruiser the same movement range as the Battleship.
  • City and City Combat
    • Combat balance – double wall hit points for all three tiers. Outer defense strength modifier increase for all 3 tiers to 3 (was 2).
    • Update the Government Plaza to have the same base plunder value as other districts.
    • Audience Chamber government building down to 3 Housing (was 4 Housing).
  • Tech and Civics Tree
    • Oil Well improvement now unlocked with the Steel technology. This is consistent with other resource reveals and the improvements that extract them
  • Policies and Governments
    • Total War Policy now gives +50% more Gold from pillaging.
    • Remove the double dipping of Huey Teocalli, Mausoleum at Halicarnassus, and Apadana Wonders from Policy Cards.
    • Update Strategic Airforce Policy to include all aircraft.
    • Civil Prestige Policy now only requires a Governor with 2 promotions and provides 2 Housing.
    • Policies that give increased production now continue to operate on old units.
    • Policies now apply to all wonders prior to the Policy era. (i.e. now Gothic Architecture applies to Ancient, Classical, Medieval, and Renaissance Wonders before it just applied to Medieval and Renaissance).
  • Civs
    • Tamar now has a Faith preference.
    • Sphinxes can now be built next to each other.
  • Religion
    • Defender of the Faith reduction from +10 down to +5
    • Add faith to late starts.
  • Espionage
    • Counterspy and Listening Post missions are now renewable on the mission completed popup
    • Spread out all Civilization and City-State starting positions where possible when generating the map.
 [PERFORMANCE]
  • Many performance updates to Trade Route calculations, pathing, and reports.
  • Significant improvements to turn/AI processing times, especially late-game.
  • Multiple UI performance improvements across different panels and screens in-game.
[GENERAL BUGS]
  • Units and Unit Combat
    • Heavy Cavalry promotion prerequisite connections now fixed.
    • Allow players to deploy aircraft in allied territory.
    • Air units can now attack a defensible district with a civilian unit garrisoned there.
    • Multiple additional aircraft Rebase and Deploy bug fixes.
    • Paradrop should not consider a City Center to be an airfield.
    • When changing ownership of a unit (from a levy in most cases) the unit's experience and experience level was not being transferred. This is now working properly.
    • The Garrison promotion is now working properly.
    • Units joining a corps or army could receive build charges improperly. This is now working properly.
    • Units are now forced to relocate if they are in an invalid location after a settlement is placed.
    • Constructing a Roman fort improvement building now properly ends that unit's turn.
    • Alliance combat modifiers are now displayed properly in the UI.
    • Units with build charges are now able to be trained even in cities that have contaminated fallout.
    • The Defense strength modifier for terrain was incorrectly showing the cumulative amount in the preview text instead of the itemized amount. This has been corrected.
    • Fix for an issue that could disallow an attack on an enemy city if it had a friendly unit inside.
    • Fix for an issue where aircraft could get disconnected from the carrier when it passed through another unit.
    • Assume the WMD combat is always in the camera view, it can easily be skipped if it is partially off screen.
    • Fix for an issue that was causing odd movement queue paths when they had long unit paths set.
  • Cities and City Combat
    • Fix for multiple production overflow issues.
    • Fix for Urban Defenses Policy not properly granting 400 hit points to city defenses.
    • Minor adjacency bonuses should not apply when placing districts next to a pillaged district. This has been corrected.
    • Fix for city centers not getting additional production and food from modifiers.
    • Fix for Pillaged districts still providing amenities.
    • Prohibit Free Cities from building palaces which was allowing duplicate (forged!?) copies of Great Works to get into the game.
    • If a city is razed, all National Parks are now properly removed.
    • The correct players' units will be properly expelled when a city is transferred by trade.
    • Fixes for multiple issues with fallout contaminated plots in cities
    • Fix for pillaged districts when transferring a city.
    • Fix for District model visuals not updating properly from a pillaged state when repaired.
    • Restore district combat if the building that gives combat strength is completed mid-turn.
    • If a district is pillaged, update the stats on its banner, if it has one, and on the parent city, so the Garrison Strength will update.
  • Great People
    • Fix for Great Generals and Admirals not being able to activate on opposing units.
    • Allow a Great Person to be activated immediately if a required building is purchased underneath him or her.
  • Loyalty
    • When a conquered city is kept, update some figures related to its Loyalty per turn, to ensure that the displayed UI data is correct and consistent
    • When a city is locked at full Loyalty due to a game effect (Statue of Liberty, Phoenicia unique ability), show the Loyalty per turn as 0 and stable in the UI, and show "Always fully loyal" in the panel's math breakdown.
  • Policies and Governments
    • Fix for Praetorium Policy not correctly applying unless the Governor was established.
    • Democracy's government bonus shouldn't apply if the district is pillaged.
    • The Classic Republic government Amenity and Housing bonus should only count if the city has an unpillaged district.
    • Fix for issue that was allowing Dark Age policies to remain slotted beyond their appropriate era.
  • Trade Routes
    • Fix for many trade route bonuses that were only designed to apply to the owner (origin) of a trade route applying to recipients (destination) of a trade route as well.
    • Trade Route Capacity is now correctly reduced when buildings are pillaged.
  • Civs
    • Fix for Alexander's preferences not working properly.
    • Fix for Sumeria and Foreign Ministry building not properly working together.
    • Ensure that Mvemba doesn't receive the Devout agenda.
    • Fix for issue where City-State Protector agenda was cross-wired with the Civilized agenda and one leader could care about both at same time.
  • Techs and Civics
    • Apprenticeship now functions properly when repairing an improvement.
  • Espionage
    • Add details to text for Rise and Fall spy missions.
    • Disable the Skip Turn and Sleep buttons when spies are on a mission.
    • Outlaw Listening Post mission vs. Allies.
    • Don’t let bonuses to Spy “Establish” time in city exceed 100%.
    • Historic moments based on making tile improvements (ex. on a tile with extra yield from a natural disaster, first Mountain Tunnel) will no longer trigger when the improvement is gained by conquering or otherwise gaining ownership of a city where the improvement already existed.
    • Correct an error in Archipelago that was causing it to not generate tiny Islands.
    • Allow joint and 3rd party wars immediately after denouncement if a Golden Age war is available.
    • Fix for order of operations bug preventing governor effects to re-apply when a governor is re-assigned to a city they are already established in.
    • Pillaged Districts should not appear in the “purchase” menu when players are allowed to buy Districts with Gold using the Financier governor.
  • Exploits
    • Players can no longer swap tiles FROM an occupied city. Prevents exploit of "conquer, raid it for tiles, return it in peace.”
    • Correct production overflow calculation so multipliers (like policy cards) get backed out of overflow.
  • Additional misc. Gossip corrections and streamlining.
  • Additional misc. crash fixes.
[ART]
  • Environment
    • Brazil city set and palace updated.
    • City Center art adjustments to include Canals for coastal cities. Granaries and Monuments are also updated.
  • All model updates and optimizations.
    • Material polish pass to brighten materials to match visual style.
    • Update geometry of base models for performance.
    • Completely remodel all female characters.
    • Skin tones for all units appropriate to their civilizations.
    • Team color embedded in the textures.
    • Update tint color on all vehicles to match their historical origins.
    • Setup tint color for all modern uniforms: Infantry and vehicle crews.
    • Model variety within the same units (various attachments, etc.)
    • Extensive polish pass on all Great People; new models and new geometry.
    • Adjust scale and count of air units.
    • Adjust scale and count of sea units.
    • Adjust siege unit crewmen and defenders to match the appropriate era.
    • Adjust embarked ships to closer match the number of unit members on the field. Example: One transport for scouts and great people.
    • Many additional misc. tweaks and updates.
[SCOUT CAT]
  • Alternate skin for Scout unit that replaces the Scout’s dog with three cats. Available to players who have linked their 2K Account.
[MODDING]
  • Add tagging for mod compatibility. Mods not tagged as compatible with the latest build will be disabled at start-up as well as have a warning dialog displayed when they are enabled.  This behavior can be disabled on a per-mod basis or completely in the options dialog.  Mods can be tagged as compatible by either adding "<CompatibleVersions>2.0</CompatibleVersions>" to the properties section of the modinfo or by marking compatible versions in the project page of ModBuddy.
  • WorldBuilder updates, including “painting” mode, auto-coastlines, importing from “Tiled”, and more. We’re not done.
 
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


Fancy yourself a friend of the felines? Sign up for a 2K Account and link it to your copy of Civilization VI and you’ll unlock this free skin for the Scout that replaces his usual trusty canine companion with a clowder of cat explorers!



New 2K Account

Signing up for a 2K Account is easy! Simply go to https://accounts.2k.com/signup and register. Once you’ve completed the sign up, link your Steam account and boot up Civilization VI. Once in the game, log into your 2K Account.

You can also create an account in-game. Boot up Civilization VI and navigate to the 2K Account button in the bottom right-hand corner. Click it, then follow the instructions to register a new account.

Existing 2K Account

If you’ve already registered a 2K Account, first allow us to thank you for your support. Unlocking the Scout Cat is a cinch – all you have to do is boot up Civilization VI, click on the 2K Account button in the bottom right-hand corner, then log into your 2K Account. Once your account is linked, you’ll have access to the Scout Cat.



Enabling the Scout Cat Unit

Once you’ve linked your 2K Account to Civilization VI, you’ll need to enable the Scout Cat skin. Restart Civilization VI and click the Additional Content tab. On the left side, you’ll see a list of all your additional content. Scroll down to “DLC: Scout Cat” and click it, then click on the “Enable” button.

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!

As we prepare to launch Civilization VI: Gathering Storm, the largest expansion in Civilization franchise history, we wanted to offer some info on an update to the game’s launcher that will be available alongside the expansion’s launch. This new update will fix a bug causing a process to continue running on some users’ machines after exiting the launcher.

Additionally, Civilization VI: Gathering Storm requires users to be on the latest patch. Any users who enabled the Legacy beta branch for Civilization VI on Steam will need to opt out of it in order to play Gathering Storm.

We are incredibly excited for the launch of Civilization VI: Gathering Storm on February 14, and we can’t wait to hear your feedback as we embark on this journey together. Stay civilized!
Sid Meier’s Civilization® VI - Hinkle2K

For the first time in Civilization franchise history, we have a leader able to lead two different civilizations!

Eleanor, duchess of Aquitaine, was queen consort of France from 1137 – 1152, followed by England from 1154 – 1189. She was one of the most influential figures of the Middle Ages, thanks to her vast land holdings inherited at a young age, making her one of the most sought-after brides of the time.

She was a leader in the Second Crusade and is credited with establishing many of the royal court’s chivalric rituals– the social codes rooted in Christianity that guided the behavior of knights and women of high social standing.

SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT
https://youtu.be/qZBzWTmerDE
Eleanor Unique Ability – Court of Love

Great Works in Eleanor’s cities each cause a loss of Loyalty per turn in nearby foreign cities. A city that leaves another civilization due to a loss of Loyalty and is currently receiving the most Loyalty per turn from Eleanor skips the Free City step and instantly joins her civilization.

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.

           
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