Civilization VI only released on 20th October, with the launch going very well. At the time it sat as the third most played game on Steam, with 99,138 players at its peak and some very positive reviews on the Steam store front.
Despite The Steam Mention, We Still Suggest Getting Your Steam Key From Green Man Gaming. It's Far Cheaper.
With the continued patch support over the last few seasons, it seems Civilization VI will be on our play lists for a long time. That's one of the reasons why we're going to provide a handy little page to keep you updated on all the Civilization VI Patch Notes that come along, and what changes these patches make to the game.
Civilization VI Update – Summer 2017 Update
2K and Firaxis Games have finally released the Summer 2017 update for Civilization VI, which includes several balance changes, AI adjustments, multiplayer changes, and bug fixes. One feature that a lot of people have been asking for is a restart button to regenerate the map using the game settings you've set, which is now available with this update, along with the ability to save game configuration settings for future games. The Nubia Civilization and Scenario Pack is also available starting today.
Here's the full list of changes:
- Aluminum may now appear on Plains
- Increased Lake generation
- Updated Bonus and Strategic Sea resource generation
- Fixed river generation on Inland Sea maps
- Combat Preview UI has received multiple improvements
- The Civilopedia now shows the number of spies/envoys granted by a civic
- Multi-turn unit movement paths shown when unit reselected
- Add Relationships tab to city state Intel Reports which displays that city state's at war status with other civs and city states
- A popup box is now used to modify deal item values
- Added leader dialog for Gifts and Demands
- Scenarios no longer display extraneous UI screens
- Reports now displays great works, adjacency, and districts information
- Trade Route chooser automatically selects previously completed trade route
- Additional improvements to the Trade Route chooser
- Added a turn blocker notification when city ranged attack is available
- Tech and Civic Boosts now additionally appear in the notification panel above the turn advancer.
- A Toggle Strategic View keybinding has been added
- Added tooltips explaining why you can or cannot declare each kind of war or undertake another diplomatic action.
- “Are you sure you want to denounce?” confirmation added
- Liberation changes:
- Liberating cities can now occur even if you got the city in a deal (peace deals are the most common case of this).
- A case where the Persian player didn't see "(cede)" or "(return)" besides cities on the peace deal screen has been fixed.
- When you liberate a city-state your military units are only kicked back from the first ring of hexes around the city; you aren't ejected from their territory entirely.
- Improved AI ability to move great works around to get theming
- AI will now better handle air attacks
- Bombers will attack Districts, Improvements, and then Units in that preference
- Fighters will prefer to attack other air units
- Improved desire to pillage cities
- Improved city planning with regard to adjacency bonuses
- During city attacks, concentrate unit attacks on more threatening units rather than spreading out
- Fixed a bug that resulted in the AI overestimating the value of demand tribute
- Adjust AI acceptance of embassies to be a bit more like what they already do for delegations
- Specifically, they probably will reject it if they're unfriendly, will accept at neutral unless they have any other reason against it (close balance) and will generally accept it at friendly unless they have a strong reason against.
- In evaluating deals, the AI will mark elements that are unacceptable at any price, and expose that to the player
- Improve ability to utilize city-states, beyond just suzerainty
- As a player approaches victory, AI will become less friendly and more aggressive
- Improved stability after receiving a multiplayer join error
- Fixed unnecessary host migration when exiting a LAN game
- Fixed an occasional hang during wars in dynamic turn mode
- Miscellaneous UI fixes and stability improvements
- Fixed an issue where plot tooltips would show when we didn’t want them to
- Fixed multiple issues with Air combat
- City Banners were not reacting to population changed events
- Barbarian camp art will now update as the game progresses into later eras
- Fixed an issue where pillaged improvements lost their pantheon bonuses forever
- District repair costs now computed properly based on both game speed and start era. Will always be 25% of the cost of creating a new district of that type.
- Correct Alexander’s “To the World’s End” healing ability so it only triggers if the city has a COMPLETED wonder in it.
- Wonders should always be repairable after they have been hit by a nuclear blast
- Fixed issues with Reports screen totals not adding correctly
- Additional bug fixes.
- Added new visualization for desert mountains
Civilization VI Update – Spring 2017 Update
While some might have a sour taste in their mouth when it comes to the slower than average Civilization VI patches, others enjoy just how much content and changes are brought into effect in one fell swoop. As you can imagine from the last major update, we're getting one for each change in the season. Considering Spring took effect just the other week, we're getting the 'Spring Update' in a rather timely fashion. Let's see what's happening;
- Balance Changes
- Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
- Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
- Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
- Added “Future Civic” to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
- Bomber units are now more effective against cities.
- Swordsman are now reduced to 36 combat strength.
- Damages now remain on City and Encampments when a city is traded.
- Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
- Adjusted Warmonger penalties for Diplomatic status:
- When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
- -20% warmongering if this is against a player you have denounced
- -40% warmongering if this is against a player you are at war with
- NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
- EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
- Adjusted Warmonger penalties for City Population:
- When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
- If the city’s population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city’s population is below the average.
- EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.
- AI Tuning
- Improved coordination for multiple attacking units.
- Ranged units better understand how to capture civilian units.
- AI should now generally accept embassies when neutral, and reject when unfriendly.
- When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
- Increased AI’s desire to repair pillaged Districts and Buildings.
- Minor civs will no longer go after policies that give them extra influence they can never use.
- Made it easier to meet the positive side of the environmentalist agenda
- AI will now build multiple Neighborhoods.
- Bug Fixes
- The Great Works tooltip in the deal now shows extended information.
- Melee units can no longer attack embarked units.
- Pillaged improvements no longer provide Pantheon bonuses.
- Fixed double-counting of Appeal from Improvements.
- Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
- John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.
- Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
- The World Tracker now keeps its open/closed state between turns.
- Additional bug fixes.
- Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
- Expanded internet games list to show results from additional regions
- Games list was frequently not showing all available games due to UI bug.
- Added more civs to the True Start Location Earth map.
- Separated war/peace notifications into major civs vs. city-state.
- Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
- Added "special ability" stars to techs and civics that unlock new functionality.
- Added invasion warnings to Poland scenario
- Added new Capabilities data base table to disable select game systems for scenarios and mods.
- ARX functionality updates for scenarios.
- Added text labels differentiating Official and Community content in the Lobby screen.
- Additional Content
- In Game
- Fixed issues in the Additional Content menu with mods that contained very long strings.
- The "ImportFiles" modding action now works as a Frontend action.
- The "UpdateIcons" action now supports SQL files in addition to XML files.
- Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
- Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
- The localization database is now written out to the cache folder.
- Development Tools
- The SDK launcher will now close after the user has clicked on an application to launch.
- ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
- Added SQL syntax coloring to ModBuddy.
Civilization VI Update – Winter 2016 Update
It doesn't feel too long ago since the Fall update added DX12 support and a host of other little goodies. But already, the Winter update has arrived with a lot more - including two new DLC Civilization packs 'Poland Civilization & Scenario' and 'Vikings Scenario Pack'. Here's a taster of the patch notes. The rest can be found here.
- Added Earth map (Standard size)
- Added “Alert” action for units
- Jump into Scenarios more easily within the Single Player menu.
- Added new replay option to Wonder completion movies
- Religious units may now Fortify Until Healed
- Coastal Raids can now pillage districts in addition to the buildings within
- Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes
- Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
- Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
- Decreased production costs of Wonders progressively
- Decreased production costs of all Space Race Projects by 40%.
- Increased research costs of Technologies and Civics progressively
- Increased Faith from Mission
- Increased Culture from Chateau
- Lowered the minimum unit upgrade cost
- Most Civilization unique districts now require population to construct (like normal districts)
- Improved clarity on Warmongering penalties associated with taking a civ’s final city
- Spaceport district no longer requires population to construct
- Hallowed Ground scenario is no playable on huge maps
- Updated Mines for several eras
- Resource Report now correctly shows resources from several sources:
- Added sound effect for Quick Save hotkey
- Fixed multiple text & grammatical issues
- Fixed issues caused by trading lots of Great Works at the same time
- Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack
Civilization VI Update – Fall 2016 DX12 Update
There might not have been much to talk about when it came down to Civilization's first post-launch patch, but that certainly isn't the case this time around. Dubbed the "Fall 2016 Update", we'd rather think of it as Civilization VI DX12 Edition. Though it certainly adds more than just DirectX 12 support, in the early days of the API, it's always exciting to get something new in the way of support.
There's a heck of a lot of changes this time around - more than we could possibly justify in a page that strives to be tidy after 12+ updates, so head this way for the full release.
But for those simply looking for an overall idea of the alterations, let's take a look at a selection of the goods available through your regularly scheduled Steam download;
- 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
- 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.
- 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.
- 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.
Civilization VI Update – V126.96.36.199
There isn't a lot to be said about this patch, as you'll probably be disappointed to find out that it doesn't actually contain any fixes or adjustments even though it's almost 1 GB. Digital Deluxe owners have access to the game's soundtrack, so all this patch does is change the game's OST from MP3 to .ogg and updates the albums artwork.
File Size: 1GB
- Sid Meier's Civilization 25th Anniversary Soundtrack changed from .MP3 to .OGG.
- Sid Meier's Civilization VI OST Artwork Updated