Civilization VI official promo artwork

If you're not exactly happy with the current state of Civilization VI and feel like you have a couple of ideas that might help, you're in luck as the most recent update has brought with it both modding tools and Steam Workshop support. In other words, you can now create, share, and download custom content, as well as mess around with all of the things present in the game itself.

Besides modding tools the update has also brought with it a couple of balance changes, an improved AI that will now actually use airplanes, multiplayer teams, as well as a variety of bug fixes. If you're interested in all of the details you'll find the full patch notes over here, but if you're just looking for all of important changes, here they are:

MULTIPLAYER

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.

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.

And finally, it is also worth mentioning that Australia has been added as a brand new DLC. If you're wondering what the Land Down Under might look like in Civilization 6, here's the recently posted overview trailer:

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