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

*We have received reports that some players are still experiencing start location issues. We appreciate your feedback and are currently investigating this for future updates. If you are experiencing this issue, please contact us at https://support.2k.com/.
Sid Meier’s Civilization® VI - 2kschug
An update for Civilization VI is available now for PC players and coming soon for Mac and Linux. This update is an improvement to start location issues including civilizations and city-states spawning too close together, as well as starting in severely disadvantaged areas. We will continue to monitor community feedback as we support Civilization VI.

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

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

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

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

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

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

[MULTIPLAYER]
  • Ongoing stability improvements
 

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

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

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

Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

         
Sid Meier’s Civilization® VI - Hinkle2K

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

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

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

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

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

[MULTIPLAYER]
  • Ongoing stability improvements
 

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

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

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

Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

         
Sid Meier’s Civilization® VI - Hinkle2K

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

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

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

https://youtu.be/_WQmeLQ_wc8
SUBSCRIBE ➜ HTTP:/2KGAM.ES/CIVILIZATIONYT

UNIQUE UNIT: JONG

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


UNIQUE IMPROVEMENT: KAMPUNG

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

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


CIV UNIQUE ABILITY: “GREAT NUSANTARA”

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

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

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

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

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

Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

         
Sid Meier’s Civilization® VI - Hinkle2K

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

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

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

https://youtu.be/_WQmeLQ_wc8
SUBSCRIBE ➜ HTTP:/2KGAM.ES/CIVILIZATIONYT

UNIQUE UNIT: JONG

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


UNIQUE IMPROVEMENT: KAMPUNG

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

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


CIV UNIQUE ABILITY: “GREAT NUSANTARA”

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

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

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

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

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

Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

         
Sid Meier’s Civilization® VI - Hinkle2K


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

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

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

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

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

https://youtu.be/POvyttyA8EU
SUBSCRIBE ➜ HTTP:/2KGAM.ES/CIVILIZATIONYT

UNIQUE UNIT: THE DOMREY

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


UNIQUE IMPROVEMENT: THE PRASAT

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


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

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

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

Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

 
         
Sid Meier’s Civilization® VI - Hinkle2K


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

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

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

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

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

https://youtu.be/POvyttyA8EU
SUBSCRIBE ➜ HTTP:/2KGAM.ES/CIVILIZATIONYT

UNIQUE UNIT: THE DOMREY

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


UNIQUE IMPROVEMENT: THE PRASAT

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


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

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

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

Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

 
         
Sid Meier’s Civilization® VI - Hinkle2K

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

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

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

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

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

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

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

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

More changes are coming soon with the “Fall 2017 Update” and we’ll give you a full breakdown of everything going into it when it’s live. Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

         
Sid Meier’s Civilization® VI - Hinkle2K

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

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

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

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

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

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

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

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

More changes are coming soon with the “Fall 2017 Update” and we’ll give you a full breakdown of everything going into it when it’s live. Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

         
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