Sid Meier's Civilization VI #2 | Gaming (GAM/PC) - forum.fok.nl (2024)

Civilization VI ‘Australian Summer 2017 Update’

Sid Meier's Civilization VI #2 | Gaming (GAM/PC) - forum.fok.nl (1)

This update for Civilization VI, available today for all Steam users, includes some great new features, including premium DLC for the Australia civ (led by Prime Minister John Curtin) as well as free features for all players such as Steam Workshop and modding tools, as well as multiplayer team functionality.

Multiplayer teams and mod tools have been two of the community’s most-requested features, and we’re happy to bring them to Civilization VI. Steam Workshop will allow you to browse, add, and subscribe to mods more easily, and the other tools will make it easier for artists and modders to change the game. And in multiplayer you can team up with your friends to conquer the world together against AI or human opponents.

There are also balance changes and bug fixes in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. Please check out the complete list of changes below:

[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), as follows:◦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.

◦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.

[MISC]
•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.

[MISC]
•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.

Sid Meier's Civilization VI #2 | Gaming (GAM/PC) - forum.fok.nl (2)

The team is often asked how they get their ideas for the civilizations in the game. The answer is: they listen to the community! Kongo[civilization.com] was added to Civilization VI, as it was the most-requested civ by the community at the end of Civilization V. Australia has been a consistent top pick by our fans, and now appears in a Civilization game for the first time as premium DLC for Civilization VI.

John Curtin was Australia’s Prime Minister during World War II, and is credited with providing both strong leadership of the country at that time, as well as establishing the country to take its place in the post-war international order. In Civilization VI, his ability “Citadel of Civilization” gives Australia bonus production when they are targeted for war.

Australia is a civ that gets bonus housing for coastal cities, bonuses for building Districts on attractive terrain, and additional production if targeted for war. Australia’s unique unit is the Digger (which replaces Infantry), and their unique improvement is the Outback Station. Australia can grow and thrive in places where other civs would struggle. The Outback Tycoon scenario is a unique, non-combat scenario where you will try to enrich your new territory in a randomly-generated Australian interior. And Uluru comes to Civilization VI, bringing religion and culture to the territory that surrounds it.
•AUSTRALIA DLC:◦Australia◾Civ Unique Ability: Australian coastal cities always receive extra Housing. Pastures also trigger the Culture Bomb effect, grabbing adjacent tiles from other civs and City-States. Yields from Campuses, Commercial Hubs, Holy Sites and Theater Squares are enhanced in attractive terrain.
◾John Curtin Unique Ability: John Curtin’s unique ability is called “Citadel of Civilization.” Australia gets bonus production at the start of a Defensive War, and when it liberates a city.
◾Digger: Australia’s unique unit is the Digger, which gets bonuses to combat on land tiles adjacent to water and when fighting outside their territory.
◾Outback Station: Unique tile improvement that unlocks with the Guilds civic, and can be upgraded with Steam Power and Rapid Deployment. It provides food and production, with bonus food for adjacent Pastures.

◦‘Outback Tycoon’ Scenario◾In this 60 turn non-combat scenario, you race to explore Australia, find its natural resources, and use them to enrich your colony. This competitive economic scenario has no combat. It emphasizes exploration and territorial expansion to increase your Gold per Turn net income, which is your score.

◦Uluru Natural Wonder: This desert Wonder provides bonus Faith and Culture to Adjacent tiles.

Sid Meier's Civilization VI #2 | Gaming (GAM/PC) - forum.fok.nl (2024)

FAQs

Why is Civilization VI so popular? ›

But why is this vast strategy game so enduringly popular? First and most obviously, it's a seriously good game, presenting a coherent view of world history through complex and interlocking gameplay systems that simulate the fantasy of building an empire. No two play sessions are ever the same.

How long to beat Civilization 2? ›

When focusing on the main objectives, Sid Meier's Civilization II is about 22 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 75½ Hours to obtain 100% completion.

How long is the average game of Civilization VI? ›

Powered by IGN Wiki Guides
Single-PlayerPolledAverage
Main Story18424h 51m
Main + Extras109109h 42m
Completionist21492h 2m
All PlayStyles31485h 33m

How do you make money in Sid Meier's Civilization VI? ›

Commercial districts are a great way to earn income. Try to max out the number of trade routes you can maintain as well. There are policy cards that can reduce the maintenance of your military units, so that's something to keep in mind as well - especially if you want a sizable military presence.

Is Civilization VI good or bad? ›

At its worst, Civilization VI is a game with a handful of bugs and a somewhat lacking AI that is wrapped up in a somewhat cartoon-like package. At its best however, Civilization VI is an engrossing 4X strategy game that has more depth and features than ever before.

Which Civilization VI is best? ›

These are the best Civ 6 civs:
  • Tomyris of Scythia.
  • Teddy Roosevelt of America.
  • Shaka of Zulu.
  • Basil II of Byzantium.
  • Frederick Barbarossa of Germany.
  • Saladin of Arabia.
  • Peter the Great of Russia.
  • Seondeok of Korea.
Dec 9, 2021

What year does Civilization II end? ›

A standard game of Civilization II begins in 4000 BC and nominally ends at 2020 AD.

How long is the longest game of civilization? ›

The civilizations were locked in a perpetual war that lasted 1700 in-game years. All of the land on the map has been transformed into swampland because "ice caps melted 20 times... due primarily to the many nuclear wars". Reddit contributors have helped Lycerius come up with a "solution" to end the war.

What year does Civ VI end? ›

A game lasts until the year 2050, or 500 turns on a standard game. A Score victory merely means that a player's civilization survived to the end of the game, and perhaps outlasted other leaders.

Is it hard to play civilization 6? ›

The more advanced concepts aren't too awful, but you have time to learn into them. The biggest issue is figuring out the tech paths and there's some civilizations that are really tough to play if you don't balance their weaknesses.

Is Sid Meier's Civilization VI easy? ›

The hit strategy game Sid Meiers Civilization VI can be somewhat overwhelming to new players, and not just because of its many-layered, interacting systems that players must become familiar with.

How to play Civ 6 like a pro? ›

As for general tips:
  1. Don't be afraid of moving slightly before settling. ...
  2. Scouting and early defense is very important. ...
  3. Beware of barbarians. ...
  4. Expand early. ...
  5. Remember to use Builders to improve tiles and chop/harvest. ...
  6. Prioritize districts. ...
  7. Trade routes are important. ...
  8. Don't be afraid of spending gold or faith.
Jun 16, 2022

Is Civilization VI pay to win? ›

Sid Meier's Civilization VI is a turn-based, strategy game, and the subject of this month's game review. The game is $60 on Steam, but often goes on sale for $20 or less. Once you buy the game, the only other purchase you can make are its DLC's. There is no “Pay to win” element at all.

Why is vi popular? ›

Vi's depiction in Arcane garnered praise from audiences and critics, which contributed to her renewed popularity among League of Legends players in the 2020s.

Was Civ 6 a success? ›

But while Civilization V received two expansions that helped cement its legacy as one of the best strategy games ever made, Civilization VI hasn't hit quite the same heights. Let me be blunt: in 2023 I think it's the worst mainline Civilization game. That's a deeply relative thing, of course.

What is the point of Civ 6? ›

Similar to previous installments, the goal for the player is to develop a civilization from an early settlement through many in-game millennia to become a world power and achieve one of several victory conditions, such as through military domination, technological superiority, or cultural influence, over the other ...

Why should you play Civ 6? ›

Like other entries in the award-winning Civilization series before it, Sid Meier's Civilization VI challenges you to build an empire to stand the test of time. Playing as one of 20 leaders in the base game with different perks and abilities, you guide your chosen civilization from the Stone Age to the Information Age.

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