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Civilization VI DLC Guide



The Civilization series has never reached Paradox-levels of DLC's, but even Civilization VI now has enough variety and options for people to consider. We're now at two major expansions (which was all its predecessor Civ 5 got) and the recently announced New Frontier Pass will be releasing six smaller DLCs between May 2020 and May 2021.

Time will ultimately tell if we get anything beyond that or even another 'big' expansion, but in the meantime here's everything you need to know about Civ 6's current DLC library, including all of the smaller DLCs that add many new civs and standalone scenarios.

The Best Civilization 6 DLC
  • Rise and Fall Expansion
  • Gathering Storm Expansion
  • ...

So what do you actually get for your money? We've broken it all down for you below.

Vikings Scenario Pack - $5

What's in it?

  • A 100-turn scenario set at the height of the Viking Age, allowing you to play as Denmark, Norway, or Sweden on a map that spans from Newfoundland to Constantinople.
  • Three new natural wonders from around the North Sea: Eyjafjallajökull, Lysefjord, and the Giant's Causeway.
  • ...

Is it worth it?

Vikings is the only piece of DLC so far that doesn't include a new civilization, but it also contains one of the best scenarios. At five bucks, I think you'll get your money's worth even if you only play through it once. The map is huge, there are many paths to victory, and each of the three viking kings you can play as offer the potential for a different experience. The new city-states are nice if you happen to run into them when you're pursuing a certain victory type. Monasteries from Armagh are one of the most powerful improvements in Civ 6 if you're aiming for a religious victory.



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RELATED LINKS:


The Best Civilisations in Civilization 6

Review: Civilization VI: Gathering Storm

Civilization 6: Gathering Storm Expansion Coming February


Meet Menelik II, Civilization 6's new Ethiopia Leader

Just a few days ago Civilization VI's Ethiopia Pack release date was confirmed as July 23, along with news that it'll bring Secret Societies mode with vampire units. Eek. Now, 2K has unveiled the new leader for the Civ 6 New Frontier Pass' second DLC pack: Menelik II of Ethiopia. Take your first look below.


In the brand-new trailer included below, the Ethiopian leader is described as "best remembered for fighting off European powers, modernising the nation, and ending slavery," establishing the country as "a bastion against colonialism". The civ "focuses on cities built on hills, generating faith, and using Menelik's 'council of ministers' ability to boost science and culture," a press release adds, and it seems that Ethiopia's strengths are tied to this ability.


"Ethiopia can purchase archaeology museums and archaeologists with faith," it continues, explaining that the leader gains additional culture and science based on cities' output of faith - if they're founded on hills, that is. Additionally, Menelik II's units also receive an extra dollop of combat strength when their fighting takes places on the strategy game's hills.


Read the rest of the story...


RELATED LINKS:

Civilization 6's Ethiopia Pack adds a Secret Societies mode with vampire units

The best strategy games on PC in 2020

Epic's free games have brought in player numbers that rival Steam


Civilization VI - First Look: Menelik II Leads Ethiopia


Emperor Menelik II, born Sahle Miriam, was one of Ethiopia’s most celebrated leaders. He ruled from 1889 to 1913, during which time he successfully fought off foreign invaders and expanded his kingdom’s borders; established a national currency; built schools and railways; and introduced a national postal and telegraph system so citizens could stay in touch with one another.

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[h2]Unique Leader Ability - Council of Ministers[/h2]
Menelik II earns additional Culture and Science based on the Faith of cities built on Hills. Additionally, his units have extra strength when fighting on Hills.


[h2]Unique Unit - The Oromo Cavalry[/h2]
Ethiopia’s elite units have improved Strength and Sight over other cavalry units. They also suffer no movement penalty when traversing Hills.


[h2]Unique Improvement - The Rock-Hewn Church[/h2]
This unique improvement may only be built on Hills or Volcanic Soil and provides Faith. Can only be pillaged, not destroyed, by natural disasters.

[h2]Unique Ability - Aksumite Legacy[/h2]
Ethiopia’s unique ability allows cities to earn additional Faith from resources, especially international trade routes originating from resource-rich cities. This ability also grants Ethiopia the ability to purchase Archaeology Museums or Archaeologists with Faith.

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Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.

          

Civilization VI - Ethiopia Pack Comes to New Frontier Pass on July 23

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Hello, Civilization fans! We’re excited to announce the Ethiopia Pack, our second content drop as part of the New Frontier Pass, will be available for all players on July 23.

This pack introduces a new civ and leader, a whole new District and additional buildings. There’s also Secret Societies, a new optional game mode with its own exclusive ruleset full of mystery and intrigue. Please note: Secret Societies game mode requires either the Rise and Fall or Gathering Storm expansion to play.

Look for more info on all the new content as we approach launch on July 23.

Also, those who've purchased the Civilization VI - New Frontier Pass will receive the Teddy Roosevelt and Catherine De Medici Persona Packs. Each Persona Pack contains a brand-new take on a favorite leader, with a new leader model and background, new gameplay bonuses and an updated agenda that reflects the changes to the leader’s personality. “Rough Rider Teddy” excels at keeping the peace on his home continent, while “Magnificence Catherine” can use Luxuries to overwhelm the world with Culture and Tourism.



https://store.steampowered.com/app/1308090/Sid_Meiers_Civilization_VI__New_Frontier_Pass/

Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.

          

Civilization VI - June 2020 Game Update Available Now

Hello, Civilization fans! We’re excited to release a new update, available today for all  Civilization VI players. 

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Headlining this update is Red Death - Season 2, a new iteration of the PC multiplayer mode. Incorporating two additional factions, Red Death Season 2 also introduces unique faction abilities for both old and new cliques. Which faction will you join as you attempt to escape the Red Death?

https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/

Below, you will find the full notes on today’s update. 

[NEW FEATURES]

[PC ONLY]

Red Death - Season 2

New Playable Factions

o   Aliens – They’ve always been here… watching from the shadows - The Alien faction specializes in camouflage technology allowing them to turn invisible and ambush their enemies or escape dangerous situations. They also have health regeneration upping their survivability in any given skirmish.

o   Zombies – Civilization’s undead rise for humanity’s final moments - The Zombie faction replaces all combat units with Zombie Hordes. These units can’t heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.

Faction Unique Abilities - Every faction, both old and new, has been outfitted with a unique ability.

o   Aliens – Xenological Camouflage: All units can use Xenological Camouflage to become invisible to most units. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage.

o   Cultists – The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status.

o   Borderlords – Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location.

o   Jocks – Hail Mary: Small tactical nuke that can be launched from any combat unit. Has a smaller blast radius of 1 hex.

o   Mutants – Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death.

o   Preppers – Improvised Traps: Units can build the Improvised Trap that causes damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions.

o   Pirates – Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map.

o   Mad Scientists – Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage

o   Wanderers – Road Vision: Grants active visibility on all previously revealed terrain.

o   Zombies - Barely Weaponized Zombies (Passive): Killing a non-zombie enemy unit creates more Zombie Hordes. Zombie Hordes do not suffer combat penalties when damaged. City Ruins, Raider Camps, and Supply Drops grant additional Zombie Hordes instead of traditional units.
  • Observer Mode – Upon defeat, players can now activate Observer Mode to watch the remainder of the match. Chat from players using Observer Mode will be hidden to remaining players.
  • You hear that? That’s the wasteland wind. Civilization VI’s narrator joins the Red Death as game commentator!
  • Additional quality of life and AI improvements implemented.
  • Kick Voting
  • Players now have the option to boot uncivilized players from their multiplayer games. A vote can be initiated through the in-game chat panel.

[BALANCE/POLISH]

Items in the list below apply to the Gathering Storm ruleset only.

Natural Wonders
  • Eye of Sahara: +2 Production and +1 Science base yield while still providing +3 Science and +1 Production once the game reaches the Atomic Era.
  • Yosemite: Additional +1 Food while still providing +1 Gold, +1 Science, and +2 Appeal to adjacent tiles.
  • Cliffs of Dover: +4 Appeal to adjacent tiles and still provides +3 Culture and +2 Gold for land tiles. (Before just+2 Appeal.)


Religion/Beliefs
  • (NEW) Sacred Places – Founder: +2 Science, Culture, Gold and Faith for each city following this Religion that has a World Wonder.
  • (NEW) Holy Waters – Enhancer: Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
  • Lady of the Reed and Marshes – Pantheon: +2 Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Production from Marsh, Oasis, and Desert Floodplains.)
  • Dar-e Mehr – Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Faith and +1 additional Faith for each Era since constructed or last repaired.
  • Gurdwara – Worship: Grants +1 Housing, +3 Faith, and +2 Food. (Before just +3 Faith and +2 Food.)
  • Pagoda – Worship: +3 Faith and +1 Favor (Before +3 Faith and +1 Housing)       
  • Feed the World – Follower: Shrines and Temple provide +3 Food and +2 Housing each. (Before Shrines and Temples provided Food equal to their Faith output.)
  • Religious Community – Follower: International Trade Routes provide +1 Gold for every Temple and Shrine in the origin city. (Before Shrines and Temples each provided +1 Housing.)
  • Warrior Monks – Follower: Spending Faith to train Warrior Monks. Also, Culture Bomb adjacent tiles when completing a Holy Site. (Before only allowed spending to train Warrior Monks.)
  • Work Ethic – Follower: Holy Site district’s Faith adjacency bonus provides production as well. (Before just +1% Production for each follower up to 15%)
  • Church Property – Founder: Removed
  • Cross-Cultural Dialogue - Founder: +1 Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
  • Pilgrimage – Founder: +2 Faith for each city following this Religion. (Before +2 Faith for every city following this religion in other civilizations and City-States.)
  • Tithe – Founder: +3 Gold for each city following the Religion. (Before +1 Gold for every 4 followers of this Religion.)
  • World Church – Founder: +1 Culture for every 4 followers of this Religion. (Before +1 Culture for every 5 followers of this Religion in other civilizations.)
  • Burial Grounds – Enhancer: Removed


[MISC]

  • Play-By-Cloud functionality restored for all players.
  • Various crash and performance improvements implemented.
  • Additional general bug fixes and polish.


We appreciate your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.