Released 2/24/2017
New[]
- Teams
- Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance)
- When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic
- Teammates share war status against opponents not on their team
- Teammates share allied status with opponents not on their team
- Teammates work together to win or lose the game as a single entity. The Religion and Culture Victories have been reworked so they are more cooperative
- The Religion Victory requires you to convert all civs to ONE of the religions started by your team
- The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team
- Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance)
- Modding Tools
- Updated lobby and in-game UI to better show Additional Content details
- Added Sid Meier’s Civilization VI Development Tools, which includes ModBuddy, Tools, FireTuner, and the Steam Workshop Uploader
- ModBuddy: A packaging and development tool
- Art/Asset Tools: Import FBX files into a format usable by the game, as well as customize existing art
- FireTuner: In-game debugging and editing tool
- Added Sid Meier’s Civiliation VI Development Assets, which includes the game art assets. This is a large download (approximately 7GB compressed download and 27GB on disk) which contains game assets, including models, textures, and interface elements
- Steam Workshop
- Access mods created by the Steam community via Steam Workshop
- Share your mods with the Steam community with the Steam Workshop uploader
ModBuddy will also receive additional updates in the future, as part of a modding SDK update later. These tools do not include DLL source for Civilization VI at this time
Miscellaneous[]
- Added True Start Location feature, where civs start on the world map at their geographic origin
- Added a City-State slider to game setup
Balance Changes[]
- Start position and map generation has been tuned
- Updated ice generation to allow more for circumnavigation
- Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total)
- Units that are embarked now use an era-based strength value instead of their base combat value
- Many of the techs that reveal strategic resources have been changed to reveal the resource before it is needed to build a resource-dependent unit
- Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit
- Tech Tree balance; adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early
- Horseback Riding now requires Archery; archery is no longer a leaf tech
- Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300)
- Industrialization now requires Square Rigging
- Scientific Theory now requires Banking
- Steel now requires Rifling
- Computers now requires Radio
- Updated the cost and strength of some Air units
- Change movement rules after disembarkation; cannot land on shore with more movement than your Land Movement allowance
- Updated Vikings Scenario to 60 turns
AI Tuning[]
- Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements
- Increased desire to declare friendship
- Reduced frequency of “your troops are on my border“ warning
- Updated settlement preferences
- Barbarians now rampage when their camp is destroyed
- Will now liberate minor civs and cities of current allies
- Tuned strategic and luxury resource trading
- Will now be more aware of gold income, and work to bring in more
- Support units will recognize that they are not under threat if they share a hex with a friendly unit
- Added a grace period of 2 turns after the end of open borders before the AI starts complaining you're too close to their territory
- Barbarians may now pillage tiles to heal
- AI will now continue to research repeatable techs and civics
Bug Fixes[]
- Kongo relics no longer get multiplied Faith yields if more than one is in the same building
- Fixed some bugs with Great People not interacting correctly with Vikings natural wonders
- Sumeria will no longer share joint war experience with a player when killing barbarians
- Corrected tourism calculation from National Parks to ensure correct awarding
- Fixed an issue where you could sometimes not offer Joint War
- Spies will not have the Steal Tech mission available when you have already completed all techs
- City States gain territory for influence even if they get the influence before founding their city
- When a player is destroyed, his captured spies die with him
- All of your active spy missions stop in a city that you or an ally has just captured
- Fixed problem in tactical combat that was preventing units from capturing builders
- You are no longer allowed to declare war on declared friends (or in an enforced peace period) from the "troops near me" warning
- Increased Jet Fighter and Jet Bomber sight range (up from 2 to 5)
- Additional bug fixes
Visuals[]
- Added snow environmental VFX
- Added sand environmental VFX
Multiplayer[]
- Added “Turn Unready” button
UI[]
- Added more bindable keys (Toggle Resource Icons, Toggle Tourism Lens, Alert action)
- Added a notification for when a player loses territory to a culture bomb
Audio[]
- Adding some missing UI sounds
- VIKINGS DLC:
- Added VO, and updated quotes, for three Natural Wonders
- Added VO to Natural Wonders while in the scenario
Miscellaneous[]
- Credits updated
- Fixed some missing ARX images
- Updating game concepts for City-States, Trade Routes, and Great People; explained some things that were not there before (ex. Patronage, gold income for foreign routes passing through city), as well as some clarifications