Civilization VI

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Cov
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Re: Civilization VI

Post by Cov »

hooray, teamplay und steamworkshop!
http://civilization.com/news/entries#ci ... -mod-tools
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.
Australia Civilization & Scenario Pack

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 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.
Follow the conversation on social media 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.
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Cov
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Re: Civilization VI

Post by Cov »

morgen abend ausprobieren? eventuell mag ein kumpel mitspielen, kenn ich aus dem komischen studium spiel, hat da mit mir gelevelt.

achja, und weniger trade, bzw weniger staedte an kueste: Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total).
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Yonder
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Re: Civilization VI

Post by Yonder »

[AI TUNING]

Increased desire to use nukes
Bin dabei! Ab 20.00 Uhr.
“90% of everything is crap.” (Sturgeon's Law)
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Zoppi
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Re: Civilization VI

Post by Zoppi »

Archery is no longer a leaf tech.
Mist jetzt muss man das erforschen :(
Si vis pacem, para bellum
'ongabonga ilvl' - Cov
"Politik ist wie ein PUG raid, nur ohne Tank oder Heiler!" - Ädin
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Shareel
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Re: Civilization VI

Post by Shareel »

Ich passe diese Woche mal. Stecke gerade mitten in einem Mass Effect 2 Run :D
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Re: Civilization VI

Post by Cov »

Gestern bisschen den Austrialier angespielt. Dürfte im "Mittelspiel" ziemlich gut gehen. Die outback-Stations kommen erst nach einer Weile, sind dann aber eine bessere Farm. Gerade mit Kühen/Pferden richtig gut. Die +3 Housing für Küsten ist im mittleren Spiel auch sehr stark. Die extra-Felder nach dem man Pasture gebaut hat, hilft anfangs weniger tiles kaufen zu müssen.
Der Produktionsboost ist in Spielen gegen die AI auch hetfig. Starke Civ nach dem ersten Eindruck.

Ich hatte auf Large-Continents mit Immortal (6) Gegner gespielt, die AI ist die ersten Züge deutlich aggressiver, ihre ersten 3-4 Städte siedeln sie gefühlt schneller als bisher. Da hatte ich die Hoffnung, dass ich mich auf der Schwierigkeit mehr anstrengen muss. Der Eindruck hat sich nach den ersten Kriegen wieder umgedreht, mit Einheiten können sie immernoch nicht umgehen und so um 1400 hatte ich wieder doppelt soviele Punkte wie die nächste AI, 8 tech Vorsprung etc. Handelsdistrikte hat keine einzige AI gebaut, damit waren alle Händler meine... schräg.
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Yonder
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Re: Civilization VI

Post by Yonder »

Leute, ich passe heute auch mal. Ich fahre morgen früh nach Amsterdam und muss noch zig Sachen vorbereiten. See you next week!
“90% of everything is crap.” (Sturgeon's Law)
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Cov
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Re: Civilization VI

Post by Cov »

Da wars den gegner auch zu doof zu lange auf den wissenschaftssieg zu warten:
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Zoppi
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Re: Civilization VI

Post by Zoppi »

Hm, dann setz ich mich heute Abend auch mal eher an Witcher 3
Si vis pacem, para bellum
'ongabonga ilvl' - Cov
"Politik ist wie ein PUG raid, nur ohne Tank oder Heiler!" - Ädin
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Cov
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Re: Civilization VI

Post by Cov »

Team-Mode probiert und fuer nett befunden. Man sieht sich von Anfang an, wenn man eine Tech oder Civic erforscht, bekommt der andere dafür der Eureka. Kann man gut eine Erklärbärrunde machen und über die Entscheidungen diskutieren.
Leider werden die Startpositionen nicht zusammengewürfelt, was bisschen seltsam ist.
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Yonder
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Re: Civilization VI

Post by Yonder »

Wie sieht's aus heute abend? Ich wär' da. Hab mir sogar das Australien-Pack gekauft, allerdings noch kein einziges Spiel gemacht.
“90% of everything is crap.” (Sturgeon's Law)
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Zoppi
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Re: Civilization VI

Post by Zoppi »

Ich hätt heute abend Zeit :wave: (Also gleich :clown: )
Si vis pacem, para bellum
'ongabonga ilvl' - Cov
"Politik ist wie ein PUG raid, nur ohne Tank oder Heiler!" - Ädin
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Re: Civilization VI

Post by Yonder »

Bin im TS. Können ja mal beraten, Zoppo.
“90% of everything is crap.” (Sturgeon's Law)
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Cov
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Re: Civilization VI

Post by Cov »

Ich guck spaeter mal ins TS ob jemand Lust hat.
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Yonder
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Re: Civilization VI

Post by Yonder »

War zu spät zu Hause. Würde generell gerne nochmal ein Ründchen spielen.

Australien kann übrigens wirklich heftig sein. In meinem aktuellen Spiel hab ich drei Stadtstaaten befreit. 60 Runden lang 100% mehr Produktion ist ein spürbarer Effekt. :mosh:
“90% of everything is crap.” (Sturgeon's Law)
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