*This page last updated: 11 December, 2018 14:50 PST. (Log of recent changes)

Sid Meier's CIVILIZATION VI: Gathering Storm

On November 20, 2018 2K announced a new expansion for Civilization VI titled Civilization VI: Gathering Storm. It is scheduled for release on February 14, 2019. The lead designer is Ed Beach, and the lead producer is Dennis Shirk. The Art Director is Jason Johnson, who also performed this function for the Rise & Fall expansion.

Features

Environmental Effects

Volcanoes, storms (blizzards, sand storms, tornados, hurricanes), climate change, floods, and droughts periodically strike across the map. Rise in global temperatures due to use of Coal and Oil may cause polar ice to melt and sea levels to rise, flooding or even submerging coastal tiles.

Disaster Intensity setting is user-selectable (for those who want more or less of these effects). There are five settings, including Minimal, Normal, Heavy, and Hyperreal. (Hopefully, the fifth setting is "none".)

Storms

"When [storm] event occurs: - One of four possible storms (blizzard, dust storm, hurricane, or tornado) spawns based upon the terrain at the storm's origin. - Storms then move across the map for two more turns, causing damage to buildings and improvements and possibly adding fertility to affected tiles. As the global temperature from greenhouse gas emission into the atmosphere, the chance that a storm will occur increases. Using cleaner sources of energy reduces the global temperature increase and this mitigates the chance of storms." - (in-game tooltip)

Each of the storms has two different sizes. Hurricanes can sink ships at sea. Dust storms and hurricanes can add to the fertility of affected tiles. All storms can damage units, though according to Ed, Russian units are immune to Blizzards.

Hurricanes are named and characterized according to severity ("Category-4" is about three hexes across, and "Category-5" is about four hexes across).

Flooding

Rivers (it appears all rivers) can periodically flood. Floods can destroy or pillage improvements, damage city and walls health, damage units, pillage districts and buildings, or destroy civilian units. They can also increase the yields of flooded tiles. Dam districts can control flooding.

Floods are characterized according to severity in three levels ("Major Flood, 1000 Year Flood").

It was also mentioned that storms can cause floods, and there is some kind of coastal flood barrier construction, but this part is not clear.

Droughts

When a drought event occurs:

  • Farm, Camp, Plantation and Pasture improvements are pillaged.
  • These improvements cannot be rebuilt until the Drought ends.
  • All tiles affected by the Drought yield 1 less Food than usual.

Build an Aqueduct or Dam in your city to prevent the Food loss from Drought. Drought targets areas that are devoid of all Features. Keep some Woods, Rainforest, or Marsh near your cities to lessen the chance that Drought will strike.

Volcanic Eruptions

"Another exciting new environmental effect is the addition of volcanoes. They offer some of the same risk/reward decisions as floods, with eruptions occurring periodically. When you see the magma spilling down the side of one of these you know there’s going to be damage to adjacent tiles. However, the long term benefits are there with the yields provided by the volcanic soil left behind. We have also been able to use volcanoes to add a level of realism to our map generation. We’ve always had continents in Civilization VI, but the geology didn’t necessarily correspond to continental boundaries as you might expect. We’ve updated all that so you’ll find the Mountain ranges you expect along these continental divides, as well as Volcanoes and Geothermal Fissures. We’ve also taken the Volcanoes we already had in our Natural Wonder system and made them really powerful." - Ed Beach

  • Any features in tiles surrounding an erupting volcano will be wiped out, so they should be harvested as soon as possible.
  • There are three levels of severity of volcanic eruptions.
  • See also: Volcano

Power and Consumable Resources

"Strategic resources play an additional role in Gathering Storm. These resources are now consumed in power plants to generate electricity for your cities. Initially you’ll be powering your most advanced buildings by burning carbon-based resources like Coal and Oil, but renewable energy sources also unlock as you progress to current-day technologies. Your choices about resource usage will directly affect the world’s temperature and can cause melting ice caps and rising sea levels." -Ed Beach

Strategic resources nodes now contribute a per-turn yield to a global stockpile of each resource type, which is consumed both by one-time costs for building units, but also by per-turn upkeep costs for later units and for resource-consuming buildings such as powerplants. Upgrading units now also costs strategic resources (where applicable) in addition to Gold. In the announcement livestream gameplay, a single Iron deposit contributed 3 units of Iron per turn to the stockpile. It appears that 13 of the applicable resource is now required to build a unit, and 9 to upgrade. The stockpile has a maximum capacity; in one shot it was 50, and in another 100, so it would appear that this maximum increases with additional infrastructure or technology.

Providing power to a city still gives production boosts. There are now three different versions of the Powerplant which consume different resources for power (Coal, Oil, and Uranium), as well as other districts and improvements that can provide power (hydroelectric dams, wind and solar farms, and geothermal powerplants). It's not clear whether power itself is quantified or whether it's a binary on/off situation. It looks like there are City Projects which allow you to convert your Powerplant between types.

World Congress

"Make your voice heard among the other leaders of the world. Earn Diplomatic Favor through Alliances, influencing city-states, competing in World Games, and more. Use Diplomatic Favor to extract promises from other leaders, vote on Resolutions, call a Special Session to address an emergency, and increase the weight of your votes in your quest to achieve the new Diplomatic Victory."

  • Emergency system merged with World Congress Special Session; emergencies now voted on (including new disaster relief emergencies).
  • Each civilization has one vote, but votes can be influenced by Diplomatic Favor.
  • Available early in the game.
  • UI shows timer to next regular meeting.

Competitions

World Games

During this Emergency: Members have access to the Train Athletes Projects. Gain score by:

  • Completing the Training Athletes project
  • Maintaining Stadiums
  • Maintaining Aquatic Centers

When the Competition completes, players will receive rewards based on their score. The player with the highest score will receive:

  • 2 Tourism for each Campus
  • ?

Diplomacy Changes: Grievances and Diplomatic Favor

The "warmongering" system has been replaced with a new system of Grievances. Each hostile act or broken promise is now remembered as a Grievance, and competing grievances are now taken into account when a third party judges whether or not to be angered by your actions. For example, if another civilization declared war on you, that act is weighed against your responses. Grievances decay and disappear over time, but not while war is still ongoing.

Diplomatic Favor is a currency which works in opposition to Grievances. It is awarded from keeping promises and other actions. It is a tradeable currency that can also affect your influence over World Congress measures.

Liberating a city earns 100 Diplomatic Favor and makes that city immune to Loyalty pressure from your cities and governors.

 

New Future Era

"A new era has been added to the Technology and Civics trees. Combat new environmental effects with speculative ideas such as relocating your population out to seasteads and developing technologies to recapture carbon emissions."

New Scenarios

  • The Black Death: The Black Death ravaged Europe and western Asia in the mid-14thcentury, killing a greater share of the population than any other event in world history. The pandemic killed millions, ruined economies, upended political dynasties and transformed the face of the Western world. Your task is to lead your nation through the calamity: keep your population alive, your economy strong, and your faith unshaken amidst a world of terror and desperation.
  • War Machine: At the outset of WWI, the German Imperial Army had a daring plan: invade neutral Belgium and then rush the French heartland before they could mobilize to resist. If successful, the German forces would capture Paris within a month and end their resistance forever. In counter, the French command prepared Plan 17, an all-out onslaught designed to meet and stop a German offensive. When war was declared, both armies swung into motion and set up one of the most incredible and shocking military campaigns in world history. In this scenario, players take the side of one of these two great powers at this same precipice. As Germany, your task is to capture Paris. As France, your task is to prevent its capture. The clock is ticking, and the enemy is moving. Advance!

Other Features

For now here's a cut and paste from the features list from the announcement page:

  • ENGINEERING PROJECTS: Shape the world around your empire to overcome unfavorable land conditions by making improvements like canals, dams, tunnels and railroads. When settling cities, consider the flood risk to coastal lowland areas, but keep in mind that in the late-game, new technologies like Flood Barriers can be used to protect these tiles.
  • NEW LEADERS AND CIVS:  Nine new leaders from eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of nine unique units, four unique buildings, three unique improvements, two unique districts and one unique governor.
  • MORE NEW CONTENT: 7 new world wonders, 7 natural wonders, 18 new units, 15 new improvements, 9 new buildings, 5 new districts, 2 new city sets, 9 new techs and 10 new civics have been added.
  • IMPROVED GAMEPLAY SYSTEMS: The Espionage system has been enhanced with new options, the Culture and Science Victories have been updated, new Historic Moments have been added, and additional improvements have been made to other existing systems.

Here are my notes from the announcement stream:

  • Flood barriers
  • Alternate civilization color sets
  • Names (and on-map labels) for rivers, volcanoes, deserts, mountain ranges, national parks, and natural wonders
  • 3 New Tier IV Future governments
  • Randomized future tech tree
  • Civilizations with changes for new mechanics include: England, China, Zulu, Indonesia, Russia, Australia
  • Build queue, build manager screen
  • Hall of Fame returns
  • Unit appearance upgrades (more ethnic customizations and teamcolors)

New Civilizations

Gathering Storm adds 8 new civilizations plus an additional new leader, and "a total of nine unique units, four unique buildings, three unique improvements, two unique districts and one unique governor." Several of the existing civs/leaders have been modified for the expansion.

Civilization Icon Leader Historical Agenda Unique Unit Unique Infrastructure Leader Bonus Special Ability
Hungary Matthias Corvinus Raven Banner Huszár Thermal Bath building The Raven King (Black Army) Pearl of the Danube
Maori Kupe Kaitiakitanga Toa/ Marae building Kupe's Voyage Mana
Canada Wilfrid Laurier Canadian Expeditionary Force Mountie Ice Hockey Rink improvement The Last Best West Four Faces of Peace
(Phoenicia) (Dido) ? ? Cothon district ? ?
(Sweden) (Kristina) ? ? ? ? ?
(Inca)   (Pachacuti) ? ? ? ? ?
(Mali) (Mansa Musa) ? ? ? ? ?
(Ottomans) (Suleiman) ? ? ? ? ?
(England/France*)   (Eleanor of Aquitane) ? ? ? ? ?

Note: Items in parentheses are not yet confirmed, but were derived from leaks that so far have been uncannily accurate.
*According to the leak info, Eleanor is an optional leader for both England and France.

Special Abilities

  • Pearl of the Danube (Hungary): +50% Production to Districts and Buildings constructed across a river from a City Center.
  • Mana (Maori): Begin the game with the Sailing and Shipbuilding technologies unlocked and with the ability to enter Ocean tiles. Embarked units gain +5 Combat Strength and +2 Movement. Unimproved Woods and Rainforest are +1 Production, becoming +2 once the Conservation civic is unlocked. Fishing Boats provide +1 Food and a Culture Bomb to adjacent tiles. Resources cannot be harvested. Great Writers cannot be earned. (Note: features can still be removed, but the Maori do not get any yields for doing so.)
  • Four Faces of Peace (Canada): Cannot declare war on City-States or surprise wars. Surprise Wars cannot be declared on Canada. For every 100 Tourism earn 1 Diplomatic Favor. Receive +100% Diplomatic Favor from successfully completing an Emergency or Scored Competition.

Leader Bonuses

  • The Raven King (Matthias Corvinus): Levied units gain an ability giving them +2 Movement and +5 Combat Strength. It costs no Gold or Resources to upgrade Levied units. If you Levy troops from a City-State, receive 2 Envoys with that City-State. Gain the Black Army unique unit when the Castles technology is researched.
  • Kupe's Voyage (Kupe): Begin the game in an Ocean tile. Gain a free Builder and +1 Population when settling your first city. The Palace receives +3 Housing and +1 Amenity. +2 Science and +2 Culture per turn before you settle your first city.
  • The Last Best West (Laurier): Allows Farms to be built on Tundra terrain. After Civil Engineering is unlocked Farms can be built on Tundra Hills. Reduces the cost of purchasing Snow, Snow Hills, Tundra Hills and Tundra tiles by 50%. +100% extraction rate of accumulated resources on Snow, Snow Hills, Tundra Hills and Tundra tiles.

Historical Agendas

  • Raven Banner (Matthias Corvinus): Levies troops from city-states. Likes civilizations that also use city-state troops, dislikes those that shun such mercenaries.
  • Kaitiakitanga (Kupe): Kupe watches everyone's chops, national park/woods additions and CO2 emissions. Treat the planet well (or at least better than your neighbors) and he will like you.
  • Canadian Expeditionary Force (Wilfrid Laurier): Likes civs who also respond to emergencies, dislikes those who don't participate.

Changes to Existing Leaders/Civilizations

According to Ed, Civilizations with changes for new mechanics include: England, China, Zulu, Indonesia, and Russia.

  • England: British Museum has been replaced with Workshop of the World: Iron and Coal Mines accumulate 1 more resource per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when Powered receive +2 of that yield.
  • Russia: Russian units are immune to blizzard damage, while enemy units in Russian territory are extra susceptible.
  • China gets early access to Canal districts.

New City-States

City-State Icon Type Unique Suzerain Bonus
Bologna Scientific Your districts with a building provide +1 Great Person point of their type.
Fez Scientific Each time you convert a city for the first time earn 20 Science per Population of that city.
Ngazargamu Militaristic Land combat or Support units are 20% cheaper to purchase with Gold for each Encampment district building in that city.
Rapa Nui Cultural Your builders can now make Moai improvements.
 

New Units

There are 18 new units in the expansion, 9 of which are civilization unique units.

Unit Class Era Requires Move Melee
Str.
Rngd
Str.
Range AA
Str.
Cost* Mnt. Req.
Resource
Notes
Toa Melee Classical ? 2 40 - - - ? ? ? UU for Maori; can build Pā
Skirmisher Recon Medieval Machinery 3 20 30 1 - 150 3 -  
Courser Light Cavalry Medieval Castles ? ? - - - ? ? Horses  
Black Army Light Cavalry Medieval Castles 4 50 - - - 215 3 Horses UU for Hungary; +strength adjacent to levies
Huszár Light Cavalry Industrial Military Science 5 65 - - - ? ? ? UU for Hungary; bonuses for Alliances
(Cuirassier) Heavy Cavalry Industrial Ballistics ? ? ? ? ? ? ? ? ?
Mountie ? Modern Conservation 5 60 - - - ? ? ? UU for Canada, eh

*Cost in Production (buyout cost in Gold is usually the same) or Faith for religious units

Changes to existing units:

  • Knights now require Horses instead of Iron.
  • Frigates now require Niter instead of Iron.
  • Unique Units now require Strategic Resources, where applicable.

Toa

Move: 2; Melee Strength: 40
Requires: ?
Notes: Unique unit for Maori. Can build the improvement. Has Haka War Dance ability, which weakens adjacent enemy units by -5 combat strength. Each Toa appears to have 1 build charge for creating Pā.

Courser

Requires: Castles
Notes: A new medieval light cavalry unit to fill the gap between Horseman and Cavalry. The graphic below may or may not be the Courser, but it looks right.

Skirmisher

Move: 3; Melee Strength: 20; ranged Strength: 30; Range: 1
Requires: Machinery
Notes: A new Medieval era Recon unit to fill the gap between the Scout and the Ranger.

Black Army

Move: 4; Melee Strength: 50
Requires: Castles, Horses; Upgrades to: Huszár
Notes: Unique unit for Matthias Corvinus (Hungary); replaces Courser. Gains +3 combat strength for each adjacent Levied unit from City-States.

Huszár

Move: 5; Combat Strength: 65
Requires: Military Science
Notes: Unique unit for Hungary; replaces Cavalry. Receives a +3 combat bonus for each active Alliance.

(Cuirassier)

Requires: Ballistics
Notes: There is a new unit at Ballistics. It appears to be an Industrial era heavy cavalry unit.

Maori Embarked Units

Notes: The Maori have custom graphics for their embarked units and their embarked Settler. Maori embarked units have +5 Combat Strength and +2 Movement. It appears that civilian embarked units include at least one light blue boat.

Mountie

Move: 5; Combat Strength: 60
Requires: Conservation
Notes: Canadian unique Modern era unit. Can create a National Park. +5 Combat Strength when fighting within 2 tiles of a National Park. Additional +5 Combat Strength when fighting within 2 tiles of a National Park you own.

(unknown Skirmisher)

Notes: Looks like a Skirmisher variant; has the same black scarf/mask. Could be a unique unit or just a regional variant.

(Corsair)

Notes: A concept from the leaked "Vesuvius" presentation. It is not known whether this is actually in game.

New Districts and Buildings

Gathering Storm adds 5 new districts (two of which are civ unique) and 9 new buildings (4 of which are civ unique).

Dam

Requires: Buttress (new technology)
Base Cost: 81 Production
Yield: +4 Housing, +2 Amenities
"A district built on a Floodplains tile to improve the comfort of living along this river. Prevents damage from flooding of this river. Prevents Food loss during Drought. Only one may be built along each river's floodplain (whichever player completes one first) and the river must traverse at least two sides of the Dam hex.

"Finishing a Dam in a city is great: it provides the city with a nice reservoir that boosts your Housing and Amenities. (Later in the game you can add a hydroelectric station to your Dam to generate clean electricity as part of the Power system added with Gathering Storm.)" - Ed Beach

Notes: Available in late Classical era. Provides flood control and fresh water, as well as Housing and Amenities. Later Hydroelectric Station upgrade, which is probably a building. (As several observers have noted, the current graphic is curving in the wrong direction. Hopefully they will fix that before release.)

  • Since a Dam prevents floods, it will also prevent improvement of flood plains tiles, so you may want to wait until after several floods to build a Dam.
  • Pillaging a Dam causes the river to flood.
  • There is a new espionage mission to pillage a Dam.
  • Military Engineers can use their charges to add 20% to the construction of a Dam

Canal

Requires: Steam Power

"...the Canal district ... is something we’ve seen asked for again and again, and we are excited to bring it to fruition in this expansion. There are actually three parts to this. First, we have taken our player’s existing use of cities on one-tile wide isthmuses (what our fans call “canal cities”) and officially recognized these features with the art on the map (which shows a navigable channel through these cities). The second part is the introduction of the Canal district. It’s another tile that provides navigation and since it can connect into cities you can actually use two of them around a city center to create a 3-tile wide path between bodies of water. But why stop there? Here on the Civilization VI team we have heard about “a man, a plan, a canal, Panama” so we felt it was pretty imperative to have a Panama Canal wonder. There’s an achievement in Gathering Storm for creating a full 7-tile navigable path using Canal districts, cities, and this wonder together." - Ed Beach

  • Unlocked with Steam Power.
  • Must be on flat land adjacent to city center and water, and must connect two bodies of water.
  • Can build more than 1 canal per city, but cannot connect to another canal (except the Panama Canal Wonder).
  • Can only extend 1 tile from the city center.
  • No 3-way connections.
  • Military Engineers can use their charges to add 20% to the construction of a Canal.

Coal Power Plant

Requires: Industrialization

Oil Power Plant

Requires: ?

Nuclear Power Plant

Requires: ?

Notes: The Power Plant building for the Industrial Zone has been split into plants of different types that consume different resources to provide Power. It's not clear how or if you will be upgrade one type to another (since currently, districts and buildings cannot be deleted or changed once built).

Thermal Bath

Base Cost: 445 Production; Maintenance: 2 Gold
Yield: +2 Production, +2 Amenities from entertainment
Requires: Arena, Entertainment Complex
Notes: Unique building for Hungary; replaces Zoo. Thermal Baths provide +2 Amenities and +2 Production to every City Center within its 6 tiles. These bonuses apply once to a city, and multiple copies of this building within 6 tiles of a city do not provide additional bonuses. If there is a Geothermal Fissure within the same City’s borders, the Thermal Bath provides +2 Amenities and +3 Tourism.

Marae

Requires: Theater Square
Notes: Unique building for Maori; replaces Amphitheater. Yields +2 Culture and Faith to all of this city's tiles with a passable feature. After Flight is researched receive +2 Tourism to all of this city's tiles with a feature. Costs no maintenance. Has no Great Work slots.

Cothon

Adds +2 Gold to adjacent Commercial Hub
Notes: Presumably a unique Harbor replacement for Carthage/Phoenicia. Mentioned in the tooltip for the Commercial Hub.

Seastead

"Combat new environmental effects with speculative ideas such as relocating your population out to seasteads and developing technologies to recapture carbon emissions."
Notes: Presumably a waterborne version of the Neighborhood.

Flood Barrier

Requires: Computers
Notes: This is mentioned as an item to mitigate flooding, but it's not clear whether it is the same as the coastal storm surge barrier shown below.

New Wonders

Gathering Storm adds 7 new World Wonders.

Golden Gate Bridge

Panama Canal

Requires: Steam Power
Notes: Must be built on flat land; provides extra gold for Trade Routes that cross it. The wonder itself is just one tile, but it can be connected with other Canal districts, to form a maximum canal length of 7 tiles (wonder plus two cities with 2 canal districts each).

Great Bath

Requires: Pottery

(Unknown wonder)

Requires: Civil Service
Notes: Vaguely resembles a certain style of Indian temple.

New Improvements

Gathering Storm adds 15 new tile improvements.

Mountain Tunnel

Notes: Goes through mountains. Created by the Military Engineer.

Solar Farm

Wind Farm

Notes: The offshore version at right is from the leaked concepts, and may or may not be in the actual game.

Geothermal Powerplant

Railroad

Notes: Railroads can be built by Military Engineers. Trade Routes that follow railroads earn additional Gold.

Notes: Unique improvement for Maori, created by the Toa unit. Adds +4 defense strength and heals a unit if it ends the turn on its tile.

Moai

"Moai provide +1 Culture, +1 Culture for every 2 adjacent Moai, +2 Culture if on or adjacent to a Volcanic Soil tile. +1 Culture if on or adjacent to a Coast or Lake tile. Additional Culture and Tourism as you advance through the Civics and Technology tree. Can be built on Plains, Plains Hills, Grassland, Grassland Hills, or Volcanic Soil. Cannot be placed adjacent to a Woods or Rainforest tile."
Notes: This improvement is enabled by becoming suzerain of the Rapa Nui city-state.

Ice Hockey Rink

"+1 Amenity, +1 Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile. Provides Tourism from Culture once Flight is unlocked. +2 Food and Production once the Professional Sports civic is unlocked. +4 Culture if adjacent to a Stadium building. Can be built on Tundra, Tundra Hills, Snow, and Snow Hills. One per city. +2 Appeal.

(Ski Resort)

Notes: This appears to be an improvement unlocked at the Professional Sports civic.

Unknown Structures

This is a holding location for structures that are not yet clearly identified as Wonders, Districts or Improvements.

(unknown hill fort)

Notes: Speculation was that this is a Pā, but that has been revealed with a different graphic.

New Terrain Features

Floodplains are now dynamic, with variable fertility depending on flood activity. Volcanic soil probably has a similar variable mechanic. Some terrain features are now named and the name is displayed on the map.

"Every time a new feature – river, volcano, mountain range, or desert – is discovered, it is named after the discovering civ." - Ed Beach.

Volcano

Notes: A volcano can be dormant or active, the latter of which is more likely to erupt. Eruptions are destructive (they can damage structures and will wipe out any features or resources in affected tiles) but can enrich surrounding soil. Volcanoes count as a feature on top of a Mountain, so all mountain properties apply.

 

Volcanic Soil

Notes: Volcanic Soil is deposited around a volcano when it erupts.

Geothermal Fissure

Yield: +1 Science
Notes: Can be improved with a Geothermal Power Plant. Adds +1 Amenities to adjacent Aqueduct districts (heating baths).

New Resources

Strategic resources now give a per-turn yield towards a stockpile, which is consumed by building new units and by per-turn upkeep of later units and some structures (like coal and oil powerplants).

New Natural Wonders

Gathering Storm adds 7 new Natural Wonders. The yield bonuses for existing volcanic natural wonder tiles have now been mostly transferred to the Volcanic Soil tiles around them.

"We’ve also taken the Volcanoes we already had in our Natural Wonder system and made them really powerful." - Ed Beach

Mt. Vesuvius

Notes: The code name of the expansion during development was "Vesuvius."

Sahara El Beyda

Notes: This is a standing stone feature in the desert near Farafra, Egypt.

Pamukkale

Each tile adds +2 Gold to adjacent Commercial Hub, +2 Science to adjacent Campus, +2 Culture to adjacent Theater Square, and +1 Faith to adjacent Holy Site.
Notes: a geothermal feature in Turkey, mentioned in the district tooltips.

(Chocolate Hills)

Notes: This formation appears to be a new Natural Wonder. It has been suggested that this is the Chocolate Hills, a geological feature of the Phillipines.

(Icelandic Volcano The Name of Which Ed Beach Won't Even Try To Pronounce)

Notes: I thought that Ed might mean Eyjafjallajökull, but that is an existing natural wonder, introduced in the Viking DLC. This volcano has the same two-hex layout, but doesn't look exactly the same, so it's not clear whether this is new natural wonder or a revamp of an existing one. If the latter, it probably doesn't count as one of the 7 new natural wonders in the expansion.

Miscellaneous Changes

  • Horses are now revealed by Animal Husbandry.
  • New Spy promotions (Counter-espionage) and missions (Breach Dam).
  • Trade Routes now earn increased Gold if a large percentage of the route is over water, canals, railroads, or mountain tunnels.
  • Commercial City-States now add Lighthouses and Shipyards to the bonus 3 and 6 Envoy bonus gold in addition to Markets and Banks.

Changes to Governors

Changes and additions are noted in red. Compare the Rise and Fall versions here.

  • Magnus the Steward - "Enterprising and capable, Magnus is able to procure valuable resources when needed. He is also quite skilled in optimizing the overall Production in the city."
    • Groundbreaker: +100%+50% yields from plot harvests and feature removals in the city.
    • Surplus Logistics: +20% Growth in the city. Your Trade Routes ending here provide +2 Food to the starting city.
    • Provision: +20% Production toward Industrial Zone buildings in the city. Settlers trained in the city do not consume a Population.
    • Industrialist: +1 Production per turn from each Strategic resource in the city. Increases the Power provided by each resource of the Coal Power Plant, Oil Power Plant, and Nuclear Power Plant by 1 and the Production by 2.
    • Black Marketeer: Strategic resources are not required in the city to build resource dependent units costs for units are discounted 80%.
    • Vertical Integration: This city receives Production from any number of nearby Industrial Zones, not just the first.
  • Liang the Surveyor - "An expert in efficiency, Liang is skilled in all things related to building and construction. An expert planner, she can also supervise the development of custom improvements in the city."
    • Guildmaster: All Builders trained in the city get +1 build charge.
    • Infrastructure: +30% Production towards City Center and Government Plaza buildings.
    • Zoning Commissioner: +30%+20% Production towards constructing Districts in the city.
    • Reinforced Materials: This City's improvements, buildings, and districts cannot be damaged by Environmental Effects.
    • Aquaculture: The Fishery unique improvement can be built in the city on coastal plots. Yields 1 Food, +1 Food if adjacent to a sea resource.
    • Water Works: +2 Housing for every Neighborhood and Aqueduct district in this city. +1 Amenity for every Canal and Dam district in this city.
    • Amusement: +30% Production towards Entertainment Complex and Water Park buildings in the city.
    • Parks and Recreation: The City Park unique improvement can be built in the city. Yields 2 Appeal and 1 Culture. +1 Amenity if adjacent to (lake or ocean).
  • Victor the Castellan
    • Redoubt: Increases city garrison Combat Strength by +5. Establishes in 3 turns.
    • Garrison Commander: Units defending within the city's territory get +5 Combat Strength. Your other cities within 9 tiles gain +4 Loyalty per turn towards your civilization.
    • Defense Logistics: City cannot be put under siege. Accumulating Strategic resources in this city gain an additional +1 per turn.
    • Embrasure: City gains an additional Ranged Strike per turn. Military units trained in this city start with a free promotion that do not already start with a free promotion.
    • Security Expert Arms Race Proponent: 30% Production increase to all nuclear armament projects in the city.
    • Air Defense Initiative: +25 Combat Strength to anti-air support units within the city's territory when defending against aircraft and ICBM's.
  • Amani the Diplomat
    • Messenger
    • Emissary
    • Prestige Local Informants: (Reduces effectiveness of enemy Spies in City-State)
    • Affluence
    • Promoter Foreign Investor
    • Puppeteer
  • Moksha the Cardinal
    • Bishop
    • Grand Inquisitor
    • Divine Architect
    • Laying On Of Hands
    • Citadel of God
    • Patron Saint
  • Pingala the Educator
    • Librarian
    • Connoisseur
    • Researcher
    • Grants
    • Arms Race Proponent Curator
    • Space Initiative
  • Reyna the Financier
    • Land Acquisition
    • Harbormaster
    • Foreign Exchange Forestry Management
    • Tax Collector
    • Contractor
    • Curator Renewable Subsidizer

Technology Tree Changes

Here is the current updated tech tree:

  • New technology: "Buttress"; requires Shipbuilding and Mathematics; unlocks Dam district and Hagia Sophia; leads to Cartography
  • Steam Power now unlocks the Panama Canal wonder, Canal district and Railroad improvement
  • Ballistics now unlocks a new unit (Cuirassier)
  • Industrialization now unlocks Coat Powerplant and the Convert to Coal Power city project
  • Machinery now unlocks the Skirmisher unit
  • Production overflow no longer double-dips from production modifiers.
  • Computers now unlocks the Flood Barrier.
  • The boost for Computers is now "Adopt a government with 8 inherent [policy slots]." Previously was "Have a government with 8 policy slots."

Civics Tree Changes

  • There is a new unknown world wonder at Civil Service.
  • Professional Sports now unlocks the (Ski Resort) improvement.

Preview Links

11/20 Official Announcement (Civilization.com)
11/20 Announcement video - full 24 hour snoozefest (Twitch.tv)
11/20 Announcement video - gameplay only (YouTube) / (1080p version)
11/20 8 Big Changes in Civilization 6: Gathering Storm (PCGamesN)
11/27 Matthias Corvinus Leads Hungary - First Look: Hungary (YouTube)
11/29 Hungary Gameplay Livestream (Twitch.tv) (YouTube)
12/03 Hungary First Listen (YouTube)
12/04 Kupe Leads the Maori - First Look: Maori (YouTube)
12/04 On Bringing the Maori to Civilization VI (DigitallyDownloaded.net)
12/05 Maori First Listen (YouTube)
12/06 Maori Gameplay Livestream (YouTube)
12/11 Wilfrid Laurier Leads Canada - First Look: Canada (YouTube)