Sid Meier's Civilization VI

Platform(s): Nintendo Switch, PC, PlayStation 4, Xbox One
Genre: Strategy
Publisher: 2K Games
Developer: Firaxis Games
Release Date: Oct. 21, 2016

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

Advertising

As an Amazon Associate, we earn commission from qualifying purchases.





'Civilization VI' Fall 2016 Update Adds DirectX 12 Support, New Content And More

by Rainier on Nov. 17, 2016 @ 7:24 p.m. PST

Sid Meier's Civilization VI is a turn-based strategy that offers players new ways to interact with their world, expand their empire across the map, advance their culture, and compete against history’s greatest leaders to build a civilization to stand the test of time.

Sid Meier’s Civilization VI sets another milestone in the Civilization franchise, which has sold-in over 34 million units worldwide and changed the gaming landscape by bringing the strategy genre to unparalleled heights. In Sid Meier’s Civilization VI, cities will physically expand across the map to create new, deep strategic layers, active research in technology and culture will unlock new potential ways to play; and the large variety of leaders will pursue their own agendas based on their historical character traits as players race to achieve victory however they choose to play.

A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12 support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards; please make sure your drivers are up-to-date. Support has also been added for Logitech ARX.  For more information on each of these, please click their respective link.

Today you’re also able to play a whole new multiplayer scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.  

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums. Stay civilized!

[NEW]

  • Maps
    • Added a balanced six player map.
    • Added a balanced four player map.
  • ‘Cavalry and Cannonades’ Scenario Added
    • Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
    • Larger starting army and additional starting techs.
    • Time limit: 50 turns.
    • Goal: Possess the largest territory.
  • DX12 Support
  • Complete Logitech ARX Support

[GAMEPLAY UPDATES]

  • Added additional notifications.
  • Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
  • Added additional Hotkey support (next unit, next city).
  • Added the ability to rename cities.
  • Added UI to show the next tile a city will grow to.
  • Added a visual cue for Barbarian Scouts that are alerted to your city.
  • Changed Dan Quayle rankings.

[BALANCE CHANGES]

  • Added prerequisite project (Manhattan Project) for Operation Ivy.
  • Added Metal Casting as a prerequisite for Economics tech.
  • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
  • Adjusted relationship decay rates.
  • Reduced the effectiveness of cavalry production policies.
  • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
  • Reduced border incursion warnings if the troops are within their own borders.
  • Increased the number of Great Works of Writing slots in the Amphitheater to 2.
  • Increased Counterspy operation time.
  • Increased the cost of Religious units and applied additional charges.
  • Units may no longer be deleted when they are damaged.
  • Deleting a unit no longer provides gold.
  • Updated Island Plates map to have more hills and mountains.
  • Units may no longer remove features from tiles that are not owned by that player.
  • Fallout now prevents resource harvesting.
  • Barbarian camps must spawn further away from low-difficulty players’ cities.

[AI TUNING]

  • Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
  • Adjusted AI understanding of declared friendship.
  • Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
  • Increased AI competitiveness in building a more advanced military.
  • Increased AI usage of Inquisitors. Especially Phillip.
  • Increased AI value of upgrading units.
  • Increased AI use of Settler escorts.
  • Tuned AI usage of units that cannot move and shoot, like Catapults.
  • Tuned AI city and unit build planning.
  • Improved the ability of city-states to maintain a strong military.

[BUG FIXES]

  • Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
  • Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
  • Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
  • Fixed a unit cycling error with formations.
  • Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
  • Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
  • Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
  • Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
  • Fixed an issue where the Settler lens would not always show the right information to the player.
  • Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
  • Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
  • Fixed some crashes with units.
  • Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
  • Fixed an issue where Trade Route yields were doubling in some instances.
  • Units in formations now break formation before teleporting between cities.
  • The achievement ‘For Queen and Country’ was unlocking too frequently.
  • AI with neutral relationships should accept delegations barring exceptional circumstances.
  • Can no longer declare a Joint War if it is invalid for either party.
  • Save game files should no longer be case sensitive.
  • Certain wonders were sending extra notifications.
  • Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
  • Liberating a civilization back to life will now bring them back into the game properly.
  • Observation Balloon range bonus was being incorrectly applied when stacked.
  • Text and grammar fixes.

[VISUALS]

  • Buildings on snow will now have snow on them.
  • Added an Industrial Barbarian Encampment.
  • Added a ranger tower to National Parks.
  • Fixed some issues with buildings not culling around other world items properly.
  • Fixed an issue with some Districts not showing properly.
  • Miscellaneous polish applied to multiple improvements, districts, and buildings.

[MULTIPLAYER]

  • Turn timers are always disabled on the first turn of a new game.  This happens regardless of the advanced start or turn timer type selected.
  • Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
  • Cap the max players to 12.
  • Added LAN player name option to options screen.

[UI]

  • Added the number of specialists working a tile.
  • Added some additional icons for espionage, promotions, etc.
  • Added additional Civilopedia shortcuts, including right clicking a unit portrait.
  • Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
  • Added Trade Route yields to the Reports screen.
  • Added City Center to the City Breakdown panel.
  • Added rewards and consequences to mission completed popups.
  • Updated the leader-chooser when beginning a new game.
  • Updated the end game Victory screen.
  • Updated the multiplayer staging room.
  • Updated city banners.
  • Updated Espionage mission chooser flow.
  • Updated to display what cities are getting amenities from each resource.
  • Changed resource icon backings to reflect the type of resource it is.
  • Auto-scroll to the first Great Person that can be claimed.
  • Improved search functionality in the Civilopedia.
  • Removed Barbarian data from player replay graphs.
  • ESC now closes the Tech, Civic, and Eureka popups.
  • When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]

  • Added some missing mouseover sounds.
  • Fixed the Oracle quote.
  • Fixed an issue where the Advisor voice was not playing in some languages.
  • Fixed compatibility issues with some sound cards, especially those set to high playback rates.

 [MISC]

  • Added a setup option "No Duplicate Leaders" that is enabled by default.  This option prevents multiple players from selecting the same leader.
  • Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
  • Plot Tooltip Delay is now available in the Options menu.
  • Auto Cycle Units is now available in the Options menu.
  • Benchmark updates.
  • Credits updated.

Key Features:

  • EXPANSIVE EMPIRES: See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain;
  • ACTIVE RESEARCH: Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures;
  • DYNAMIC DIPLOMACY: Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations;
  • COMBINED ARMS: Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units;
  • ENHANCED MULTIPLAYER: In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session;
  • A CIV FOR ALL PLAYERS: Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems are designed to introduce new players to the underlying concepts of Civilization so they can easily get started on a path to victory.

Sid Meier’s Civilization VI, rated E10+ for Everyone 10 and up, is available worldwide for $59.99/£49.99/€59.99. Expand your empire further with the Civilization VI Digital Deluxe Edition ($79.99), which includes the full base game, the 25th Anniversary Digital Soundtrack, and access to four post-launch DLC packs that will add new maps, scenarios, civilizations and leaders for a bundled discount.


More articles about Sid Meier's Civilization VI
blog comments powered by Disqus