*This page last updated: 25 April, 2021 14:59 PST. (Log of recent changes)
Sid Meier's CIVILIZATION VI: New Frontier
On May 11, 2020 2K announced a new series of DLC for Civilization VI titled the "New Frontier Pass." It is a series of six add-ons slated to release from May 21, 2020 bimonthly through March 2021. The series will be sold together as a single "premium pass" for US $39.99 / £32.99. The lead designer on the project is Anton Strenger, who was previously lead designer on the Rise and Fall expansion.
- Release Schedule
- New Game Modes
- Multiplayer Scenarios
- New Maps
- 8 New Civilizations
- New Units
- New City Structures
- New Terrain Features
- Links to Previews
Release Schedule
- Pack #1: Maya & Gran Colombia Pack: Adds two new civilizations and leaders, one new game mode (Apocalypse)*, 6 new City-States, 3 new Resources, and 3 new Natural Wonders. Available May 21 2020.
- June Update: Bug fixes, balance changes, and Red Death Season 2. Available June 25 2020.
- Pack #2: Ethiopia Pack: Adds one new civilization and leader, one new game mode (Secret Societies)**, one new District (Diplomatic Quarter) and two new Buildings (Consulate and Chancery). Available July 23 2020.
- August Update: Balance tweaks, Natural Wonder picker in game setup, new Techs and Civics Shuffle Mode. Available August 27 2020.
- Pack #3: Byzantium & Gaul Pack: Adds two new civilizations and leaders, one new game mode (Dramatic Ages)**, 2 new World Wonders (Biosphere and Statue of Zeus), and one new map (Highlands). Available September 24 2020.
- October Update: Balance changes, and a new Pirates multiplayer scenario. Available October 22, 2020.
- Pack #4: Babylon Pack: Adds one new civilization and leader, one new game mode (Heroes and Legends), 6 new City-States, and 24 new Great People. Available November 19, 2020.
- December Update: Adds a City-state picker in game setup, balance and AI changes. Available December 17, 2020.
- Pack #5: Vietnam & Kublai Khan Pack: Adds one new civilization and two new leaders***, one new game mode (Monopolies & Corporations), a new District, and two new Buildings. Available January 28, 2021.
- February Update: Adds Barbarian Clans game mode, and a Leader Pool picker. Available February 26, 2021.
- Pack #6: Portugal Pack: Adds one new civilization and leader, one new game mode (Zombie Defense), 2 new World Wonders (Etemenanki and Torre de Belem), and one new map (Wetlands). Available March 25, 2021.
- April Update: final free update of New Frontier. Adds three new units, two new TSL maps, and civilizations rebalance. Available April 22, 2021.
*Apocalypse game mode requires the Gathering Storm expansion to play.
**Secret Societies and Dramatic Ages game modes require either the Rise and Fall or Gathering
Storm expansions to play.
***Kublai Khan requires Rise and Fall expansion to play as Mongolia.
The individual packs can be purchased separately at an increased price. Players who pre-order the whole New Frontier Pass will also receive the Teddy Roosevelt and Catherine de Medici Persona Packs. The Persona Pack re-tools the leaders with a new leader model and background, plus new gameplay bonuses, and an updated agenda. The Persona Packs will be released with the second DLC in July.
New Game Modes
These are alternate modes for play, similar to mods; one will be included in each of the six DLC. At least some of them will "take some creative liberties with history." Some may include new units, buildings or tile improvements. Some require specific expansions (see above). They aren't scenarios like Red Death or Black Death; rather, they are systems and/or content additions to a normal game, and you can turn on as many as you want and have them active during the same playthrough.
While the first two game modes are somewhat fanciful, Anton Sprenger has asserted that many of the rest are more firmly rooted in history.
Apocalypse Mode
The first new mode arriving with the Maya & Gran Colombia pack will build on the disaster system in Gathering Storm (which will be required to use this mode). New disasters include comet strikes, forest fires, meteor showers and solar flares. There is a new Soothsayer unit which you can send to call down disasters on your enemies.
According to Anton, two of these new disasters will be added to the base
game.
"The Maya & Gran Colombia pack adds 2 new disaster types for any game with
Gathering Storm...these will scale along with your chosen intensity. Apocalypse
Mode and its 2 special disasters will lock the intensity slider and turn it way
up high behind the scenes."
- New Unit – Soothsayer
- Can call upon the God of Destruction to cause a Natural Disaster. Doing this requires a Unit Charge. Once all charges have been used, the unit is removed.
- Unit starts with 1 charge, but additional charges can be gained through their promotion tree.
- New Scored Competition – “Appease the Gods”
- Players can use Soothsayers to sacrifice units to a volcano to gain points.
- Soothsayers gain a new action: Appease - Target a friendly unit adjacent to a volcano and sacrifice them to gain score equal to their production cost.
- Rewards include a free Soothsayer, Soothsayer promotions, and additional Faith per turn.
- New Game Ending Final Climate Stage – The Apocalypse
- The world enters the Apocalypse upon hitting the final temperature increase.
- Disasters are more powerful, frequent, and capable of destroying entire Civilizations over several turns.
- New Disasters
- Comet Impact: Smashes into land tiles destroying improvements, units, districts, or even cities in the impact zone. Impacted tiles are replaced with an impassable Comet Lake.
- Solar Flares: Affects the entire map. Pillages power-generating districts/buildings/improvements (except the Dam). Damages advanced units (GDRs especially).
Secret Societies mode
Due in the Ethiopia pack in July. Secret Societies requires either the Rise and Fall or Gathering Storm expansions to play.
"Discover the secret societies pulling the strings of civilization since the dawn of man. Only the most privileged have ever laid eyes on them. Each Society grants new unseen powers but make your selection carefully. Once a Society is joined, you can never leave.
This game mode adds four powerful and mysterious Secret Societies to the world. To make contact, seek out a Society where its influence might hide: Barbarian Camps, Tribal Villages, Natural Wonders, or City-States. Discovery is not guaranteed, but you are more likely to find a Society that other players have not discovered, or on continents where no Society has yet been discovered. Alternatively, invest in diplomatic visibility to learn about them from other leaders.
Discovering a Society unlocks a unique Governor with powerful bonuses, which players do not need to assign to a city. Once you become a member of a Society, you commit to membership for the rest of the game.
Alliances with players who are members of the same Society generate Alliance Points more quickly, and those players will have an improved opinion of you in diplomacy. Players who are members of a different Society, however, will dislike you once they are aware of your affiliation."
Secret Societies offer benefits to those they choose to join their ranks. Upon joining, you receive an additional governor with four unique promotions. These governors operate globally, and do not need to be assigned to a city. You can discover a Secret Society by investigating tribal villages early in the game, or you can discover them later in the game through diplomatic contact with another civilization that has previously discovered a Secret Society.
Note: The discovery of secret societies is random; you will not necessarily discover the applicable society the first time you perform the required action.
Hermetic Order: The Hermetic Order is a society of unorthodox scientists and
alchemists. Their work focuses on science, great people, and resources.
- Initiation: Unlocked by discovering a Natural Wonder. Reveals the Ley Line resource on the map. Ley Lines give a standard adjacency bonus to all specialty districts.
- Ritual: Unlocked in Medieval Era. Allows you to construct the Alchemical Society building, a powerful replacement of the University.
- Indoctrination: Unlocked in Industrial Era. For every Great Person earned Ley Lines receive +1 yield equal to the Great Person's district type. Great Admirals and Great Generals earn +1 Science.
- Master Plan: Unlocked in Atomic Era. Unlocks Occult Research, a city project that provides Gold while active. When completed, it grants Great people points, and Science for every Ley Line in the city.
Owls of Minerva: The Owls of Minerva are a secret group of high-placed and
wealthy individuals. They focus on government, trade, and espionage.
- Initiation: Unlocked by sending an Envoy to a City-State. +1 Economic policy slot. Each Trade Route sent to a City-State awards 1 Envoy there.
- Ritual: Unlocked in Medieval Era. Allows you to construct the Gilded Vault building, a powerful replacement of the Bank.
- Indoctrination: Unlocked in Industrial Era. +1 Wildcard policy slot. +2 Spy capacity. Your cities gain +4 Loyalty per turn and +1 Amenity when your Spy in in their territory.
- Master Plan: Unlocked in Atomic Era. Every turn, you earn 3% of the Gold in your treasury as income. Whenever an offensive spy mission is successful, you also gain half of the Science, Culture, Gold, and Faith that the target city earned that turn.
Voidsingers: The Voidsingers are a nihilistic cult of elder gods. They focus
on religion, relics, and (dis)loyalty.
- Initiation: Unlocked by discovering a Tribal Village. Allows you to construct the Old God Obelisk building, a powerful replacement for the Monument.
- Ritual: Unlocked in the Medieval Era. Cities earn Gold, Science, and Culture per turn equal to 20% of their Faith per turn rate.
- Indoctrination: Unlocked in Industrial Era. Unlocks the Cultist unit. This unit is purchased with Faith, and uses charges to reduce Loyalty in foreign cities and generate Relics of the Void.
- Master Plan: Unlocked in Atomic Era. Unlocks Dark Summoning, a city project that provides lots of Faith while active, and upon completion raises the amount of Loyalty damage done by Cultists.
Sanguine Pact: A militaristic regime known for sapping enemies of their will
to fight, shunning the sunlight, and absorbing nutrients through the blood of
their enemies. Unlocks Vampire unit.
Vampires can build Vampire Castle
improvements.
- Initiation: Unlocked by destroying a Barbarian Camp. Grants a Vampire unit in your Capital.
- Ritual: Unlocked in the Medieval Era. Grants a Vampire unit in your Capital, and allows your Vampires to construct Vampire Castles (maximum two per empire).
- Indoctrination: Unlocked in the Industrial Era. Grants a Vampire unit in your Capital. Increases maximum Vampire Castle builds to three. Your Vampires now intimidate adjacent enemy units, reducing their Combat Strength by 5. Pillaging now costs Vampires 1 Movement.
- Master Plan: Unlocked in the Atomic Era. Grants a Vampire unit in your Capital. Increases maximum Vampire Castle builds to four. Units within one tile of your Vampire Castles may now Airlift to any other tile near one of your Vampire Castles.
Tech and Civics Shuffle Mode
Due in August 2020 update. This game mode shuffles techs and civics within their historical eras, leading to different costs and prerequisites than normal. The resulting trees are the same for all players in that playthrough. Techs and civics are hidden until a prerequisite is earned (or a boost for tech or civic is completed), similar to how the Future era techs are in Gathering Storm, preserving the mystery of discovery all the way until the ends of the game.
Dramatic Ages Mode
Due September 24 2020. Requires either the Rise and Fall or Gathering Storm expansion to play.
This game mode makes Dark Ages and Golden Ages more potent than ever. Heroic Ages are removed, and players can only be in a Normal Age in the first era. After that, they will either earn a Golden Age or else be in a Dark Age.
Instead of making Dedications, players get access to powerful new Social Policies based on their Age. Dark Policies make a return with refreshed powerful effects. Brand new Golden Policies are available to those who make it to a Golden Age. To keep earning Era Score, complete Techs and Civics and earn military unit promotions.
Dark Ages are particularly dangerous. Players in Dark Ages will have a portion of their empire immediately fall into Free Cities, and Free Cities can exert pressure on other cities. On easier difficulty settings, AI players lose a lot of cities. On harder difficulty settings, human players do. On Prince, they lose an equal amount.
Georgia has a new civilization unique ability to match the mode's unique rules: Tamar can use Dark Age policies even in a Golden Age, and Golden Ages reward an extra Wildcard slot, in addition to 25% production boost for defensive buildings.
Excess era score in Golden Ages will increase the amount of Loyalty pressure exerted by your citizens.
Golden Age Policies
Available from Classical to Medieval Eras:
- Mandala State: +4 Culture for every Wonder. Each Wonder in your cities cause foreign cities within 9 tiles to lose 2 Loyalty per turn.
- Free Inquiry: Commercial Hubs and Harbors provide Science equal to their Gold bonus. Campuses provide Gold equal to their Science bonus.
Available from Classical to Renaissance
- Praetorian Guard: Wounded units can heal +10 HP per turn. +2 Production to Encampment districts and buildings.
- Exodus of the Evangelists: +2 Movement for Missionaries, Apostles, Gurus, and Inquisitor; newly trained ones receive +2 Charges. +4 Great Prophet Points
- Monumentality: +2 Movement for Settlers and Builders. Civilian Units may be purchased with Faith. Builders are 30% cheaper to purchase.
Available from Renaissance to Modern Eras
- Sakdina: While your projects are active each of your Citizens exerts +0.5 Loyalty pressure to their city. When your projects complete, receive +10% additional Great People Points for every Building in that project’s district.
- Reform the Coinage: Your Traders cannot be Plundered. International Trade Routes provide +3 Gold per specialty district in the foreign city.
Available from Industrial to Modern Eras
- Culture Industry: +1 Culture per Specialty District for each city. Cities receive +25% Production towards Non-Specialty Districts. May purchase Entertainment Complex and Water Park buildings with Faith.
Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm]
- Heartbeat of Steam: +10% Production towards Industrial and later Wonders. Campus district’s Science adjacency bonus provides Production as well.
- To Arms!: +50% XP to all units and +25% Production towards military units.
Available from Atomic to Information [Rise and Fall] or Atomic to Future [Gathering Storm] Eras
- Solidarity: All Governors exert 2 additional foreign Loyalty pressure. All your cities with governors receive +25% Gold and +25% Faith.
- Wish You Were Here: +100% Tourism to all National Parks and +50% Tourism from World Wonders.
- Sky and Stars: +30% Production to Spaceports and Aerodromes. +15% Science and Production to Cities with either a Spaceport or Aerodrome.
Available from Information to Future Eras
[Gathering Storm] Popular Front: +100% Favor from Suzerainty of City-States and Alliance Level. Your Trade Routes to City-States provide +4 to all yields. [Gathering Storm] Military-Industrial Complex: All improved Aluminum, Oil, and Uranium resources yield 2 additional resource per turn. All combat units receive +5 Combat Strength and, if the unit has a range attack, +1 Range.
Dark Age Policies
- Flower Power, Rogue State, Cyber Warfare, Automated Workforce, and Disinformation Campaign Dark Age Policies are unchanged.
Available from Classic to Medieval Eras
- Monasticism: +75% Science in cities with a Holy site. BUT: -25% Culture in cities without a Holy Site.
Available from Classical to Renaissance Eras
- Inquisition: Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. BUT: -15% Science in all cities.
- Decentralization: Cities with 6 or less population receive +4 loyalty per turn. BUT: Cities with more than 6 population receive -15% Gold.
- Elite Forces: +100% combat experience for all units. BUT: +1 Gold to maintain each Spy and military unit.
Available from Classical to Industrial Eras
- Isolationism: Domestic routes provide +3 Food, +3 Production, and +3 Gold. BUT: Can't train or buy Settlers or settle new cities.
Available from Renaissance to Modern Eras
- Samoderzhaviye: +50% Production in your Capital. BUT: All Governors are neutralized and cannot be reestablished.
Available from Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm] Eras
- Robber Barons: +50% Gold and +25% Production in Cities with a Bank or Shipyard. BUT: -2 Amenities in all cities.
Available from Industrial to Information [Rise and Fall] or Industrial to Modern Eras [Gathering Storm]
- Soft Targets: +10 Combat Strength when defending city attacks and attacking district defenses. BUT: -3 Combat Strength against units.
Available from Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm]
- Despotic Paternalism: +4 Loyalty per turn in cities with Governors. BUT: -15% Science and -15% Culture in all cities without a Governor
Available from Modern to Information [Rise and Fall] or Modern to Atomic [Gathering Storm]
- Collectivism: Farms provide +1 production. +2 Housing to all cities. Industrial Zones provide Food equal to their Production bonus. BUT: Great People Points earned 50% slower.
Heroes and Legends Mode
Due in the Babylon Pack in November 2020. This game mode adds 12 Hero units from the world's myths and legends. Discover Heroes by exploring the world and influencing city-states, then claim them in your Cities. Each Hero is unique in the world and can be claimed by just one civilization.
Each hero has special powers and abilities, but also a limited lifespan, usually 27 turns. When this time is up, the hero dies, but can be recalled by spending Faith. When the hero dies, a Great Work is generated: a Heroic Relic, stored in Monuments which now have two Heroic Relic slots.
Mighty heroes from across history can join your civilization to make their mark on the world. Claim these legendary characters and send them into battle under your flag or let them lead your people to new heights of prosperity and innovation. Interweave myth into your history to tell your story and make a Civilization to last through the ages.
Discover Heroes from exploration, City State influence, or directly with a city project. Claim Discovered Heroes by devoting Monuments to them in your cities. Race to get the best Heroes – each Hero is unique and can be claimed just once in the world! Heroes have awesome new unique powers, but also a limited Lifespan: each Hero remains in play for a fixed number of turns before naturally expiring. Departed Heroes can be recalled with Faith once per Era in the city that originally claimed them.
The twelve Heroes are:
- Anansi
- Agile: Ignores Movement penalties in Woods and Rainforest terrain.
- Anansi’s Tricks – Use when located on a Bonus or Luxury Resource. Anansi consumes the resource and generates 60 Science and 50 Culture. Costs 1 Charge and ends turn.
- Arthur
- Arthur’s Accolade: Target an adjacent land military unit you control. Arthur transforms the unit into a Questing Knight: a unique Heavy Cavalry unit with increased Combat Strength and 12 Lifespan. Costs 1 Charge, 1 Movement. After the Questing Knight’s Lifespan expires, the unit disappears (i.e. the original unit does not return).
- Beowulf
- Rugged: Ignores Movement penalties in Hills terrain.
- Beowulf’s Challenge: Target an adjacent enemy unit with Combat Strength less than Beowulf's. Beowulf immediately destroys the target. Costs 1 Charge, 1 Movement.
- Hercules
- Rugged: Ignores Movement penalties in Hills terrain.
- Hercules’ Labor: Use when located on a friendly District under construction. Hercules immediately completes construction of the District. Costs 2 Charges and ends turn.
- Hercules' Rage: Use when located on an enemy District. Hercules destroys all buildings present and pillages the District. Costs 1 Charge and ends turn.
- Himiko
- Inspiring: +10 Combat Strength to all units within 2 tiles.
- Himiko’s Charm: Target any adjacent City-State. Himiko immediately places 1 free Envoy in the City-State.are already the Suzerain there, Himiko also earns 50 Faith. Costs 1 Charge and ends turn.
- Hippolyta
- Rugged: Ignores Movement penalties in Hills terrain.
- Hippolyta’s Favor: Hippolyta automatically heals 20 HP each turn.
- Hippolyta’s Command: Target any adjacent friendly unit that has moved or attacked this turn. Hippolyta immediately restores the unit's moves and attacks. Useable once per turn.
- Hunahpu & Xbalanque
- Agile: Ignores Movement penalties in Woods and Rainforest terrain
- The Twins’ Resurrection: Any ordinary land unit killed by Hunahpu & Xbalanque is resurrected under your control with full HP and movement.
- Maui
- Agile: Ignores Movement penalties in Woods and Rainforest terrain.
- Maui’s Inventions: Use when located on an unowned, empty plot. Maui creates a random Bonus or Luxury Resource on the plot. Costs 1 Charge and ends turn.
- Mulan
- Mulan’s Devotion: Mulan gains 1 Combat Strength every turn.
- Mulan’s Defiance: Mulan fully fortifies automatically at the end of every turn.
- Oya
- Swift: Ignores all terrain Movement penalties.
- Oya’s Storm: Damage all adjacent enemies and heal all adjacent owned units by 40. Costs 1 Charge and ends turn.
- Sinbad
- Navigator: Can enter Ocean tiles.
- Sinbad’s Journeys: Sinbad earn 500 Gold whenever he discovers a Continent or Natural Wonder.
- Sinbad’s Fortunes: Target any adjacent enemy naval unit or Barbarian Camp. The target is either cleared or damaged by 50%, and Sinbad immediately earns 300 Gold. Costs 1 Charge.
- Sun Wukong (The Monkey King)
- Swift: Ignores all terrain Movement penalties.
- Sun Wukong’s Disguise: Sun Wukong is hidden unless adjacent to an enemy unit.
- Sun Wukong’s Immortality: Sun Wukong has significantly increased Lifespan.
Monopolies & Corporations Mode
Due January 28, 2021. Control, improve, and expand upon your Luxury resources. This mode enables you to build profitable industries around Luxury resources, found Corporations to further their development, and manufacture unique Products to secure your place in capitalist history.
The Monopolies and Corporations mode enables you to build profitable Industries around Luxury resources, found Corporations to further their development, and manufacture unique Products to secure your place in capitalist history. Monopolies on resources grant the player additional Gold and Tourism, based on the number of resources controlled and the number of foreign trading partners. By controlling 2 or more of a specific Luxury resource and having the Currency tech researched, players can establish an Industry around that resource by having their Builder construct a special improvement, which gives bonuses unique to the resource to the host city. Controlling 3 of the same resource and having the Economics tech researched allows your Great Merchants to create a powerful Corporation by constructing a special improvement on top of the Industry.
Corporations double the Industry effect in its host city, and they have the added ability to create Products based on the resource they are founded on. Products award the Industry effect in any city where the product resides. Like Great Works, Products must be slotted into certain buildings.
Stock Exchange – 3 Product Slots Seaport – 3 Product Slots
Resource Industry Effects
- Citrus: +30% Production discount on military units.
- Cocoa: +20% Growth in city, +3 Housing
- Coffee: +20% Culture yield in city.
- Cotton: +30% Production discount on military units.
- Diamonds: +25% Gold yield in city
- Dyes: +25% Faith yield in city
- Furs: +30% Production discount Civilian units.
- Gypsum: +30% Production discount on Buildings
- Incense: +25% Faith yield in city
- Ivory: +30% Production discount on military units.
- Jade: +25% Gold yield in city
- Marble: +30% Production discount on Buildings
- Mercury: +15% Science yield in city
- Salt: +20% Growth in city, +3 Housing
- Silk: +20% Culture yield in city
- Silver: +25% Gold yield in city Spices: +20% Culture yield in city
- Sugar: +20% Growth in city, +3 Housing
- Tea: +15% Science yield in city
- Tobacco: +30% Production discount on military units.
- Truffles: +25% Gold yield in city
- Wine: +20% Culture yield in city
- Amber: +25% Faith yield in city
- Olives: +30% Production discount Civilian units.
- Honey: +20% Growth in city, +3 Housing
- Pearls: +25% Faith yield in city
- Whales: +30% Production discount on military units.
- Turtles: +15% Science yield in city
Barbarian Clans Mode
Due February 25, 2021. This game mode replaces standard Barbarian Tribes with a diverse set of Clans, each with its own terrain and combat preferences. Additionally, the mode introduces new player actions for peaceful interactions with Barbarians that provide increased strategic options.
Barbarian clans now accumulate points every turn toward converting into city-states. You can boost this growth by making deals with the clan, and retard it by pillaging (rather than destroying) the camp. Clans can now build unique units from major civilizations that are not present in that playthrough.
When attacking a Barbarian Camp, you now have the option to Disperse the Clan (which destroys the outpost as normal) or to Raid it, which will leave the Clan intact, but will loot gold and subtract 10 points from their city-state conversion pool.
You can click on the new bar above each Barbarian Camp (which shows a progress bar for city-state conversion) to Treat With Clan, offering a number of options:
- Bribe: Give tribute in gold to the clan to stop them from attacking your cities for a number of turns. The clan will gain 8 points toward city-state conversion.
- Hire: Spend gold to hire the clan's strongest unit. The clan will gain 8 points toward city-state conversion. Units can be hired once every 10 turns.
- Incite: spend gold to encourage the clan to attack another nearby civilization or city-state. The clan will lose 5 points toward city-state conversion. Clans can be incited once every 10 turns.
- Ransom: Spend gold to recover a captured unit. The clan will lose progress toward city-state conversion.
This mode includes seven types of Barbarian Clans. Each clan type has its own preferred range of units to field and requires a different set of map conditions in order to appear. In addition to their normal units, clans also have the ability to field Unique Units from Civs that were not selected during game setup.
- Flatland Clan – Prefers to place their Outposts in open terrain away from woods and hills. They prefer a balance of melee units for attack and ranged units for defense.
- Hills Clan – Prefers to place their Outposts on open terrain with hills. They strongly prefer melee units, even to the point of excluding ranged units completely.
- Rover Clan – Require a nearby Horse resource and prefer to place their Outposts in open terrain away from woods. They prefer as many mounted units as possible, using both light and heavy cavalry for attack and defense.
- Chariot Clan – Require a nearby Horse resource and prefer to place their Outposts in the desert. They prefer mounted vehicles and light cavalry in all roles, rarely using ranged units at all.
- Jungle Clan – Requires a nearby Ivory resource and prefer to place their Outposts inside rainforests. They prefer a mixture of light and heavy cavalry units supported by foot and ranged units.
- Seafaring Clan – Always place their Outposts on coastal plots. They defend their Outposts with land-based anti-cavalry units, but otherwise they exclusively use naval melee and naval ranged units for scouting and attacking.
- Woodland Clan – Prefers to place their Outposts in or adjacent to woods and rainforests. They prefer greater numbers of ranged units than melee units and use them for both attack and defense.
Zombie Defense Mode
Due March 25, 2021 in the Portugal Pack. In this game mode, the dead rise to wreak havoc among the living! Use new defensive structures to protect your territory, and manipulate zombies to slow your opponents.
The Zombie Defense game mode introduces a dangerous threat to your Civilization: the dead that do not stay dead. Zombies can rise from the ashes of war, and as they prey upon your and other’s lands, they spread their deadly curse onwards. Build new defensive structures to protect your territory. Make use of new City Projects to manipulate Zombies against your still living opponents.
Zombies
Movement: 2; Base Strength: 20
Zombies are melee units that wander the map. They cannot pillage your
Improvements but will immediately go after any unit wandering outside and attack
your City Centers and defensible Districts. Zombie hordes are unrelenting, but
predictable as they will always attack the closest non-Zombie [non-Barbarian]
unit. But there are new defenses – your Builders and Military Engineers can
construct traps and walls, and new City Projects allow you to take control of
the dead for a time, using them to attack your enemies or rerouting them to your
neighbor’s door.
Zombie units thrive on the aftermath of war. When a unit dies on the map, it carries a slight chance of returning as a Zombie some turns later. However, if a unit is destroyed by a Zombie, it will rise again on the following turn. If a Zombie attack lowers a city’s population, a new Zombie unit will spawn immediately next to the city. The undead menace steadily grows in strength as well as number – for each Zombie killed anywhere in the world, remaining and new Zombies get stronger [listed as "Mutation Strength"].
Note: Zombies are part of the Barbarian faction, and Zombies and Barbarians do not attack each other. Zombies periodically spawn on their own, in locations that tend to be near the borders between civilizations. They can spawn in claimed territory and right on top of districts or improvements.
New Defensive Structures
Builders can create Barricades or Traps to help fend off enemies. Later eras can grant the ability to create more powerful Barricades or Traps. While these can be powerful defenses against the living dead, they can also be useful against the units of other civilizations, as they deal damage to any sort of enemy. Traps •
- Trap – An unworkable early Improvement that deals a moderate damage to, and depletes the movement of, hostile units passing directly through it. Unlocked with Construction and built using a Builder Charge. Does not prevent unit movement through this space.
- Modernized Trap – An unworkable later Improvement that deals significant damage to, and depletes the movement of, hostile units passing directly through it. Unlocked with Ballistics and built using a Charge from a Military Engineer. Does not prevent unit movement through this space.
- Barricade – An unworkable early Improvement that deals minor damage to, and exerts zone of control on, hostile units passing through or adjacent to it. Unlocked with Military Engineering and built using a Builder Charge. Does not prevent unit movement through this space.
- Reinforced Barricade – An unworkable later Improvement that deals moderate damage to, and exerts zone of control on, hostile units passing through or adjacent to it. Unlocked with Rifling and built using a Charge from a Military Engineer. Does not prevent unit movement through this space.
- Existing Civilization VI infrastructure has been updated to also provide additional options for Zombie defenses: Fort, Roman Fort, Great Wall, [Ethiopia Pack] Vampire Castle, [Gathering Storm] the Maori’s Pa, [Vikings Scenario Pack] Alcazar.
New City Projects
Using the Turn Undead project at a Holy Site or the Dark Signal project at a Campus will allow you to briefly take control of Zombies within your city limits, meaning that you can turn the horde against your enemies. Just be sure to be safely out of reach when your control expires or when you strategically end it. In addition, Spies can spread the deadly curse to other civilizations with the Zombie Outbreak action.
- Holy Site - Turn Undead – Upon completion, gain control of the Zombies currently in this city’s territory. Control lasts 15 turns.
- Campus - Dark Signal - Upon completion, gain control of the Zombies currently in this city’s territory. Control lasts 30 turns.
- City Center Spy action - Zombie Outbreak - Upon completion, has a chance to spawn one Zombie per worked tile in the target city.
Scenarios
Red Death Season 2
The June update adds two new factions to the Red Death multiplayer scenario: Zombies and Aliens. It also adds narration by Sean Bean. Each of the existing factions also has new unique abilities. It also adds an observer mode in multiplayer games.
Zombies
All military units are converted to Zombie Hordes. All Zombie units can
detect nearby living units, indicated by green arrows around the Zombie unit.
"Bad ideas don’t just happen at once; they build on other bad ideas. So when
a few of the Ethically-Challenged Scientists decided to extract a gigantic
Mutant brain and hook it up to an industrial-sized truck battery, that was one
bad idea. When they floated the brain in an old pickle jar filled with
re-animation fluid, this was another bad idea. And when the brain began to show
the ability to remotely animate corpses to do its bidding, they absolutely
should not have put it on a giant mobile military vehicle and wheeled it out
into the wasteland. But, no, Drs Romero, West, and Matheson led the brain (or
perhaps it led them) out of the door, and now it’s your problem."
Zombie Horde
Movement: 2; Melee Strength: 70. Custom promotion tree.
Zombie Hordes convert defeated non-zombie units into more zombies. Zombie units can’t heal normally and take 2 damage per turn. Zombie Hordes can heal or gain additional Zombie units by exploring City Ruins, Raider Camps, and Supply Drops. Zombies have a special promotion tree which allows increased combat strength, increased movement, or immunity to decay. Zombies can form corps or armies, so thanks to the new promotion rules with combined units, it's relatively easy to create armies with 3 or more promotions.
Aliens
All Alien units can use Xenological Camouflage to become invisible to most units, which lasts for 6 turns and takes 6 turns to recharge. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage. Aliens heal every turn regardless of movement or actions (unless in poisoned water, red death or nuclear fallout hexes), but heal at 50% normal rate.
Helicopter (Alien Saucer)
Movement: 3; Melee Strength: 71
An Alien replacement for the Helicopter.
Other Faction Updates:
- Cultists – The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status. All units have +3 sight.
- Borderlords – Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location. +10 Combat Strength when within 3 hexes of the Safe Zone border.
- Jocks – Hail Mary: Small tactical nuke that can be launched from any combat unit once every 6 turns. Has a smaller blast radius of 1 hex. +5 Combat Strength.
- Mutants – Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death. +3 Movement for all units in the Red Death. -50% Dead Death damage.
- Preppers – Improvised Traps: Units can build the Improvised Trap that causes 25 damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions. All units have +100% XP bonus.
- Pirates – Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map. As a free action, Pirates can burn their map and get a new one once every 6 turns, as a free action. All units take 50% less water damage and can embark or disembark for no additional movement cost.
- Mad Scientists – Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage. Lasts for 4 turns and takes 6 turns to recharge. All units heal 2x faster.
- Wanderers – Road Vision: As a free action, any unit can reveal all previously explored hexes for 1 turn. Recharging takes 3 turns. Infantry, At Crews and Machine Gunners start with the Scout Regiment promotion, which lets them as well as Civilians in formation with them ignore movement penalties on Woods, Rainforest, and Hills terrain.
Pirates!
"Pirates
in a fast paced 60 turn scenario about the Age of Piracy for 1-4 players. The
goal is to accrue the most Infamy by the turn limit. The game can be played on a
historical Caribbean of the randomly generated Pirate Islands. Pirates have no
need for cities. You start with a sea worthy flagship and steal additional ships
over time."
"The bigger the fleet, the bigger the plunder. Use Crew to capture damaged enemy ships and add them to your burgeoning pirate empire. Crew can also be used to deploy Shore Parties to search for and bury hidden treasure. You recruit Crew by using the Visit Tavern unit action while your ship is adjacent to to a port's city center. Taverns also provide a fresh treasure map every time you visit. Beware! Your pirate cohorts demand profit and adventure. You lose gold per turn for every ship in your fleet. Your ships will mutiny if the gold coffers run dry for too long."
"Treasure is the keystone of a pirate's life. Treasure chests can be found floating at sea or buried on land. You can convert your gold into infamy by burying treasure. Treasure chests contain gold and Pirate Relics. Hide your treasure well as other pirates aim to stead your gold and Infamy. Treasure Fleets will occasionally set sail for Europe. Treasure Fleets travel with a bounty of gold and relics but are well protected. Infamous Pirates from history also sail the unfriendly seas. You can sink them to boost your own Infamy."
"Infamy is scored by three categories: Treasure, Infamous Pirate, and Fightin'."
Treasure
- +30 - Bury a treasure chest
- +20 - Sink a treasure ship
- +5 - Plunder a treature chest
- +2 - Plunder a building or district
- +1 - Plunder a trade route.
- +1 - Plunder an improvement.
Infamous Pirate
- +15 - Sack a port
- +20-50 - Sink an Infamous Pirate
- +5 - Clear a Buccaneer Fort
Fightin'
- +10 - Sink or capture another pirate player's ship
- +5 - Sink or capture a colonial ship
- +5 - Sink or capture a buccaneer ship
- +1 - Survive combat
New Maps
Highlands
Map dominated by Hills and Mountains. Added in the Byzantium & Gaul Pack.
Wetlands
Map dominated by rivers and marsh, and with additional Woods, Rainforest and Flood Plains. Added in the Portugal Pack.
New Civilizations
New Frontier adds 8 new civilizations plus one additional new leader. The additional new leader (included in pack #5 in January), Kublai Khan, has different versions leading Mongolia or China, similar to Eleanor.
The premium pass also adds new alternate versions of Teddy Roosevelt and Catherine de Medici (presumably similar to the two versions of Eleanor of Aquitaine). "Two of Civilization VI's leaders are transformed with a new look and new abilities when you lead America and France! “Rough Rider Teddy” excels at keeping the peace on his home continent, and “Magnificence Catherine” can use Luxuries to overwhelm the world with Culture and Tourism."
Civilization | Icon | Leader | Historical Agenda | Unique Unit | Unique Infrastructure | Leader Bonus | Special Ability | |
Maya |
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Ix Wak Chan Ajaw (Lady Six Sky) |
Solitary | Hul'che | Observatory district | Ix Mutal Ajaw | Mayab |
Gran Colombia |
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Simon Bolivar | Carabobo | Llanero | Hacienda improvement | Campana Admirable (Commandante General) | Ejercito Patriota |
Ethiopia |
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Menelik II | Ethiopian Highlands | Oromo Cavalry | Rock-Hewn Church improvement | Council of Ministers | Aksumite Legacy |
Byzantium |
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Basil II | Divine Guardian | Dromon | Hippodrome district | Porphyrogénnētos (Tagma) | Taxis |
Gaul |
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Ambiorix | Scourge of Rome | Gaesatae | Oppidum district | King of the Eburones | Hallstatt Culture |
Babylon |
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Hammurabi | Cradle of Civilization | Sabum Kibittum | Palgum building | Ninu Ilu Sirum | Enuma Anu Enlil |
Vietnam |
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Bà Triêu | Defender of the Homeland | Voi Chien | Thành district | Drive Out the Aggressors | Nine Dragon River Delta |
Portugal |
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João III | Navigator's Legacy | Nau | Feitoria improvement, Navigation School building | Porto Do Cerco | Casa Da Índia |
Mongols |
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Kublai Khan | Pax Mongolica | Keshig | Ordu building | Gerege | Örtoo |
China |
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Kublai Khan | Pax Mongolica | Crouching Tiger Cannon | Great Wall improvement | Gerege | Dynastic Cycle |
America |
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Teddy Roosevelt (Rough Rider) | Big Stick Policy | P-51 Mustang | Film Studio building | Roosevelt Corollary (Rough Rider) | Founding Fathers |
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Teddy Roosevelt (Bull Moose) | The Bull Moose | Antiquities and Parks | ||||
France |
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Catherine de Medici (Magnificence) | Sumptuous Finery | Garde Impériale | Château improvement | Catherine's Magnificences | Grand Tour |
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Catherine de Medici (Black Queen) | Black Queen | Catherine's Flying Squadron |
(items in braces {} are unconfirmed, based on partial information)
Special Abilities
- Mayab (Maya): Settling adjacent to Fresh Water and Coast do not provide extra Housing. Instead each Farm provides an additional +1 Housing and +1 Gold. +1 Amenity for every Luxury adjacent to the City Center.
- Ejercito Patriota (Gran Colombia): +1 Movement to all units. Promoting a unit does not end that unit's turn.
- Founding Fathers (America): All Diplomatic policy slots in the current government are converted into Wildcard slits. +1 Diplomatic Favor per turn for every Wildcard slot in their government.
- Grand Tour (France): +20% Production towards Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is +100%.
- Aksumite Legacy (Ethiopia). Ethiopia's International Trade Routes grant +0.5 Faith per resource at the origin. Improved resources provide +1 Faith for each copy the city owns. Can purchase Archaeological Museums and Archaeologists with Faith.
- Taxis (Byzantium): Units receive +3 Combat Strength or Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). Byzantium's Religion in spread to nearby cities when an enemy civilization or city-state unit is defeated. +1 Great Prophet point from cities with a Holy Site district.
- Hallstatt Culture (Gaul): Mines provide a minor adjacency bonus for all districts, a Culture Bomb of unowned territory, and receive +1 Culture. Speciality districts do not receive a minor adjacency for being adjacent to another district and these districts cannot be built adjacent to the City Center.
- Enuma Anu Enlil (Babylon): Eurekas provide all of the Science for technologies. -50% Science per turn.
- Nine Dragon River Delta (Vietnam): All land specialty districts can only be built on Rainforest, Marsh, or Woods. Receive the following yields for every building on these features: +1 Culture in Woods, +1 Science in Rainforest and +1 Production in Marsh. Woods can be planted with the Medieval Faires civic.
- Dynastic Cycle (China): Eurekas and Inspirations provide 60% of civics and technologies instead of 50%.
- Örtoo (Mongolia): Starting a Trade Route immediately creates a Trading Post in the destination city. Receive an extra level of Diplomatic Visibility for possessing a Trade Post in any city of a civilization. All Mongolian units gain +3 Combat Strength for each level of Diplomatic Visibility on their opponent.
- Casa Da Índia (Portugal): International Trade Routes can only reach cities on the coast or with a Harbor, but receive +50% towards all yields. Trader units have +50% range over water, and can embark as soon as they are unlocked.
Leader Bonuses
- Ix Mutal Ajaw (Ix Wak Chan Ajaw): Non-capital cities with 6 tiles of the Capital gain +10% to all yields. Other non-capital cities receive -15% to all yields. +5 Combat Strength to units within 6 tiles of the Capital.
- Campana Admirable (Simon Bolivar): Earn a Commandante General when the game enters a new era.
- Roosevelt Corollary (Teddy Roosevelt (Rough Rider)): Units receive +5 Combat Strength on their home continent. Envoys sent to City-States you have Trade Route to count as two Envoys. Gain the Rough Rider unique unit with Rifling.
- Antiquities and Parks (Teddy Roosevelt (Bull Moose)): Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2 Culture. All tiles in a city with a National Park are +1 Appeal.
- Catherine's Magnificences (Magnificence Catherine): Improved Luxury resources adjacent to Theater Square districts or Chàteaux receive +2 Culture. May initiate the Court Festival project in any city with a Theater Square district.
- Council of Ministers (Menelik II): Receive Science and Culture equal to 15% of your Faith generation in cities founded on Hills. Units receive +4 Combat Strength on Hills.
- Porphyrogénnētos (Basil II): Heavy and Light Cavalry units do full damage against cities following the same religion as Byzantium. Gain the Tagma unique unit when the Divine Right civic is discovered.
- King of the Eburones (Ambiorix): Your civilization gains Culture equal to 20% of the unit's const when a non civilian is trained. Melee, anti-cavalry, and ranged units receive +2 Combat Strength for every adjacent unit.
- Ninu Ilu Sirum (Hammurabi): When each specialty district type except the Government Plaza is constructed for the first time receive the lowest Production cost building that can currently be constructed in that district. Receive an Envoy when any other district is constructed for the first time.
- Drive Out the Aggressors (Ba Trieu): +5 Combat Strength for units fighting in Rainforest, Marsh, or Woods tiles. +1 movement if they begin their turn there. Both these bonuses are doubled if the tile is your territory.
- Gerege (Kublai Khan): One extra Economic policy slot in any government. Receive a random Eureka and Inspiration when establishing a Trading Post in another (major) Civilization's city for the first time (one per civilization only).
- Porta Do Cerco (João III): All units receive +1 sight. +1 Trade Route capacity when a civilization is met. Open Borders with all city-states.
Historical Agendas
- Solitary (Ix Wak Chan Ajaw): dislikes encroaching civs and she tries to keep her cities in a cluster near the capital. But this one doesn't go as far as the "Paranoid" agenda; she won't look at your military strength as long as your troops are keeping their distance.
- Carabobo (Simon Bolivar): respects other leaders with highly promoted units and focuses on that himself by building Encampments. He looks down on those who don't take care to build an elite army like he does.
- Ethiopian Highlands (Menelik II): Likes Civilizations who build cities away from Hills. Dislikes those who build near Hills.
- Divine Guardian (Basil II): Likes civilizations following this religion, dislikes civilizations who do not have Byzantium's religion, and converts other civilizations to his religion.
- Big Stick Policy (Rough Rider Teddy Roosevelt): Likes peaceful civilizations that have a city on his home continent. Hates civilizations starting wars against a city-state or civilization based on his continent.
- The Bull Moose (Bull Moose Teddy Roosevelt): Wants to settle near high appear districts and wonders, and likes those that do the same. Dislikes anyone that embraces low appeal territory.
- Sumptuous Finery (Magnificence Catherine): Likes civilizations t hat trade Luxury resources to her. Dislikes civilizations that have made no such trade. Tries to collect as many copies of Luxury Resources as possible.
- Black Queen (Black Queen Catherine): Gains as many Spies and as much diplomatic access as possible. Does not like civilizations who ignore these espionage activities.
- Scourge of Rome (Ambiorix): Likes civilizations with militaries with numerous units. Dislikes those with few units. Tries to build a large army.
- Cradle of Civilization (Hammurabi): Likes civilizations who build every type of district. Tries to build all of them himself.
- Defender of the Homeland (Ba Trieu): Likes civilizations that have not declared war on her (or at least not recently). Dislikes those who have attacked Vietnam.
- Pax Mongolica (Kublai Khan): Likes civilizations that have a strong military and high Gold yield per turn. Dislikes civilizations with a weak military or low income.
- Navigator's Legacy (João III): Prioritizes exploring as much of the map as possible. Is friendly with Civs who are also explorers and unfriendly with those who do not leave home.
New City-States
Pack #1 adds 6 new city-states. Mitla replaces Palenque, keeping the same bonus. The August Developer livestream also showed Venice, which replaces Antioch, and has the same Suzerain bonus. Babylon Pack adds 6 more. In the Portugal Pack, Mogadishu replaces Lisbon (keeping the same bonus).
City-State | Icon | Type | Unique Suzerain Bonus |
Caguana |
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Cultural | Grants access to Batey improvement, which grants Culture based on its placement. |
Singapore |
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Industrial | Production bonus for each foreign trade route. |
Lahore |
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Militaristic | Grants access to a Faith-purchased combat unit – Nihang – with a unique promotion tree. |
Vatican City |
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Religious | Religious pressure spread when activating Great People. |
Mitla |
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Scientific | City growth rate is 15% higher in cities with a Campus district. |
Taruga |
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Scientific | Science bonus per strategic resource in cities. |
Hunza |
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Trade | Gold bonus for trade route distance. |
Venice |
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Trade | Your Trade Routes to foreign cities earn +1 Gold for each Luxury resource at the destination. |
Anshan |
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Scientific | +2 Science from each Great World of Writing. +1 Science from each Relic and Artifact. |
Ayutthaya |
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Cultural | Gain Culture equal to 10% of the construction cost when finishing buildings. |
Chinguetti |
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Religious | International and domestic Trade Routes receive +1 Faith for every follower in this city, of your founded or majority religion. |
Johannesburg |
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Industrial | Cities receive +1 Production for every improved resource type. After researching Industrialization it becomes +2 Production. |
Nalanda |
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Religious | Your builders can now make Mahavihara improvements. |
Samarkand |
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Trade | Grants access to the Trading Dome improvement. |
Wolin |
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Militaristic | Receive Great General points when a land unit defeats a major or minor civilization's unit and receive Great Admiral points when a naval unit defeats a major or minor civilization's unit equal to 25% of the opposing unit's strength (Standard speed). |
Mogadishu |
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Economic | Your Trader units are immune to being plundered on water tiles. |
Changes to Existing Leaders/Civilizations
Teddy Roosevelt and Catherine de Medici will receive new alternate versions for those who pre-order the "premium pass." The existing Catherine de Medici ("Black Queen") remains the same, but the existing Teddy Roosevelt (now "Bull Moose") has a new agenda and special ability, and no longer get the Rough Rider as an extra unique unit. See civilization list above for details.
With the Ethiopia Pack and the introduction of the Diplomatic Quarter, City-state bonuses have changed substantially. See the entry for Diplomatic Quarter.
New Units
Presumably the eight new civilizations will each include at least one new unit. The press release makes vague reference to other new units, but these may be specific to new game modes. And, judging by the first known mode-specific unit, some of them may be quite silly.
Unit | Class | Era | Unlocked By | Move | Melee Str. |
Rngd Str. |
Range | AA Str. |
Base Cost* |
Maint. | Notes |
Hul'che | Ranged | Ancient | Archery | 2 | 15 | 28 | 2 | - | 60 | 1 | Mayan UU; +5 str vs. wounded units |
Commandante General | (civilian) | - | - | 6† | - | - | - | - | - | - | Gran Colombian UU |
Llanero | Light Cavalry | Industrial | Military Science | 6† | 62 | - | - | - | 330 20 Horses |
2 gold | Gran Colombian UU; +4 str per adjacent Llanero |
Nihang | Melee | - | Lahore Suzerain | 2 | 25 | - | - | - | 200 Faith | 2 gold | City-state special unit |
Oromo Cavalry | Light Cavalry | Medieval | Castles | 5 | 46 | - | - | - | 200 10 Horses |
3 gold | Ethiopian UU; no movement penalty on Hills |
Dromon | Naval Ranged | Classical | Shipbuilding | 3 | 20 | 25 | 2 | - | ? | ? | +10 Strength vs. units |
Tagma | Heavy Cavalry | Medieval | Divine Right | 5 | 48 | - | - | - | ? | ? | +4 Strength to adjacent land units |
Gaesatae | Melee | Ancient | - | 2 | 20 | - | - | - | ? | ? | Gaul UU; +10 Strength vs. stronger units |
Sabum Kibittum | Melee | Ancient | 3 | 17 | - | - | - | ? | ? | Babylon UU; | |
Voi Chien | Ranged | Medieval | Machinery | 5 | 35 | 40 | 2 | - | ? | ? | Vietnam UU; +1 sight, can move after attacking |
Nau | Naval Melee | Renaissance | Cartography | 5 | 55 | - | - | - | ? | ? | Portugal UU; 1 free promotion, 2 Builds |
Man-at-Arms | Melee | Medieval | Apprenticeship | 2 | 45 | - | - | - | 160 20 Iron |
3 gold | |
Line Infantry | Melee | Industrial | Military Science | 2 | 65 | - | - | - | 360 20 Niter |
5 gold | |
Trebuchet | Siege | Medieval | Military Engineering | 2 | 35 | 45 | 2 | - | 200 | 3 gold | May not move and attack |
Soothsayer | Support | - | - | 2 | - | - | - | - | 100 Faith | 4 gold | Apocalypse mode |
Cultist | Support | Industrial | Voidsingers | 2 | - | - | - | - | Faith | 4 gold | Secret Societies Mode |
Vampire | (special) | - | Sanguine Pact | 2 | ** | - | - | - | - | - | Secret Societies mode |
Anansi | Hero | - | - | 3 | 18 | 30 | 1 | - | - | 400 | Heroes & Legends Mode |
Arthur | Hero | - | - | 5 | 36 | - | - | - | - | 400 | Heroes & Legends Mode |
Questing Knight | Heavy Cavalry | - | Arthur | 4 | 44? | - | - | - | - | - | Heroes & Legends Mode; 10 turn lifespan |
Beowulf | Hero | - | - | 3 | 34 | - | - | - | - | 400 | Heroes & Legends Mode |
Hercules | Hero | - | - | 3 | 35 | - | - | - | - | 400 | Heroes & Legends Mode |
Himiko | Hero | - | - | 4 | - | - | - | - | - | 400 | Heroes & Legends Mode |
Hippolyta | Hero | - | - | 3 | 32 | - | - | - | - | 400 | Heroes & Legends Mode |
Hunahpu & Xbalanque | Hero | - | - | 3 | 30 | - | - | - | - | 400 | Heroes & Legends Mode |
Maui | Hero | - | - | 3 | 30 | - | - | - | - | 400 | Heroes & Legends Mode |
Mulan | Hero | - | - | 5 | 16 | 28 | 2 | - | - | 400 | Heroes & Legends Mode |
Oya | Hero | - | - | 3 | 30 | - | - | - | - | 400 | Heroes & Legends Mode |
Sinbad | Naval Hero | - | - | 7 | 30 | - | - | - | - | 400 | Heroes & Legends Mode |
Sun Wukong | Hero | - | - | 6 | 32 | - | - | - | - | 400 | Heroes & Legends Mode |
*Cost (on Normal game speed) in Production or Faith for religious
units, and strategic resources, if any
**Vampire melee combat strength is equal to that of the strongest melee
unit your civilization can train
†Includes +1 Movement for Ejercito
Patriotica
Hul'che
Unique Mayan archer replacement. +5 Combat Strength when attacking a wounded
unit.
Movement: 2; Melee Strength: 115; Ranged Strength: 28; Attack Range: 2; Base
Cost: 60 Production; Maintenance: 1 Gold
Llanero
Gran Colombia cavalry replacement. Low maintenance cost. +4 Combat Strength for every adjacent Llanero. Fully heals when in range of a Commandante General that activates its retire ability.
Commandante General
Unique version of the Great General for Simon Bolivar. Colombia earns one with each new era, and this appears to be in addition to normal Great Generals earned through great person points. Commandante Generals receive unique bonuses and retirement abilities. Retirement heals any Llaneros in range.
Oromo Cavalry
Movement: 5; Melee Strength: 46
Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight
than the Courser that it replaces. Receives no Movement penalty from moving in
Hills.
Dromon
Movement: 3; Combat Strength: 20; Ranged Strength: 25; Range: 2
Requires: Shipbuilding
Unique unit for Byzantium; replaces Quadrireme. +10 Combat Strength against
units.
Tagma
Movement: 5; Combat Strength: 48
Requires: Divine Right
Unique unit for Byzantium; replaces Knight. Land units within 1 tile of the
Tagma receive +4 Combat Strength or Religious Strength.
Gaesatae
Movement: 2; Combat Strength: 20/30*
Unique unit for Gaul; replaces Warrior. *This unit has increased cost and
receives +10 Combat Strength when fighting units with a higher base Combat
Strength. +5 Combat Strength vs. district defenses.
Note: All Gallic units also receive +2 Combat Strength per adjacent unit.
Nihang
Movement: 2; Combat Strength: 25/40/55/70; Base Cost: 200 Faith; Maintance: 2
Gold per turn
This is a special unit unlocked with suzerainty of Lahore. It has a unique
promotion tree and is purchasable with Faith. Combat Strength is increased with
Barracks, Armory and Military Academy buildings are first constructed. These
upgrades also change the unit's appearance, adding a shield, musket, and finally
a rifle.
Here is the Nihang's promotion tree:
Sabum Kibittum
Movement: 3; Combat Strength: 17
Unique unit for Babylon. +17 Combat Strength against Heavy and Light Cavalry.
This unit has 3 movement and 3 sight range.
Notes: Available to build at the start of the game, alongside the Warror.
Voi Chien
Movement: 5; Melee Strength: 35; Ranged Strength: 40; Range: 2
Unique unit for Vietnam; replaces Crossbow. Can move after attacking, and has
extra sight range.
Nau
Movement: 5; Melee Strength: 55; Builds: 2
Unique unit for Portugal, replaces the Caravel. Starts with
1 free promotion, and has 2 build charges for Feitoria, and has
lower maintenance than the Caravel.
Man-at-Arms
Movement: 2; Melee Strength: 45; Base Cost: 160 Production, 20 Iron; Maintenance
Cost: 3 Gold
Requires: Apprenticeship
Note: A Medieval melee unit between Swordsman and Musketman. The unit is armed
with pollaxes.
Trebuchet
Movement: 2; Melee Strength: 35; Ranged Strength: 45; Range: 2; Base Cost: 200
Production: Maintenance Cost: 3 Gold
Requires: Military Engineering
Note: A Medieval siege unit between Catapult and Bombard.
Line Infantry
Movement: 2; Melee Strength: 65; Base Cost: 360 Production, 20 Niter;
Maintenance Cost: 5 Gold
Requires: Military Science
Note: An Industrial era melee unit between Musketman and Infantry.
Soothsayer
Movement: 2; Charges: 2; Cost: 100 Faith; Maintenance: 4 Gold
This is a unit specific to the Apocalypse mode that you can send into foreign territory to trigger natural disasters. Soothsayers are bought with Faith. Soothsayers are destroyed if attacked by a military unit.
Can call upon the God of Destruction to cause a Natural Disaster on the current tile. The disaster is appropriate to the current tile; for example, a sandstorm will be called on a desert tile. Doing this requires a Unit Charge. Once all charges have been used, the unit is removed. Unit starts with 2 charges, but additional charges can be gained through their promotion tree. The Soothsayer has its own promotion class. Must be at war with the owning player to cause a disaster in foreign territory, but you're free to call disasters in your own territory.
During the "Appease the Gods" competition, the Soothsayer gets an additional Sacrifice Unit ability. Must be adjacent to a volcano to sacrifice an adjacent unit.
Cultist
Movement: 2; Charges: 2
Special support unit for the Voidsingers secret society. Purchased with Faith. Cultists
can spend Charges to reduce Loyalty of the target city by 10 (this amount is
increased by Dark Summoning). Cultists produce a Relic
of the Void when they die or expend their last Charge. Can move into foreign
lands without declaring war.
Vampire
Movement: 2; Melee Strength: *; Builds: 1
Special unit for the Sanguine Pact secret society. You gain one Vampire unit for
each promotion of your Secret Society governor, so a maximum of four, one every
other era up to the Atomic era. Can spend Build charges to build a
Vampire Castle. The Vampire's
base Melee Strength changes according to the strongest melee unit that you can
train, and gains extra permanent Combat Strength when
adjacent units perish (capped at +6). Instead of dying when their health is
reduced to 0, a Vampire will teleport back to the capital or its Vampire Castle
with 1 HP. Vampires heal more slowly over time than other units, but can gain 50
health by pillaging tiles. Contrary to what the Civpedia says, Vampires
cannot be permanently destroyed until their civilization is eliminated (as
they can always respawn in the new capital if the previous one is taken); the
only exceptions that I'm aware of are: if they attack from within their Castle
or capital and are reduced to zero health in that combat, or if they are hit by nuclear weapons or comet strikes.
Note: There are male and female, hooded and unhooded variants, each with several
faces and hairstyles.
(Unfortunately, while you can name your Vampires, the game will randomly reassign
their appearance (including gender) when you load a saved game.)
Anansi
Movement: 3; Melee Strength: 18; Ranged Strength: 30; Range: 1; Lifespan:
30; Charges: 6; Base Cost: 400 Faith
Agile: Ignores Movement penalties for Woods and Rainforest Terrain.
Anansi's Tricks: Use when located on a Bonus or Luxury resource. Anansi
consumes the resource and generates 60 Science and 50 Culture. Any
improvement present is destroyed. Costs 1 Charge.
Arthur
Movement: 5; Melee Strength: 36 Charges: 4; Lifespan: 30; Base Cost: 400
Faith
Arthur's Accolade: Target an adjacent land military unit you control. Arthur
transforms the unit into a Questing Knight: a unique heavy cavalry unit with
increased Combat Strength and a 10 turn lifespan. Costs 1 Charge.
Questing Knight
Movement: 4; Melee Strength: 44?; Lifespan: 10
Note: The strength appears to depend on the era and available technology.
Beowulf
Movement: 3; Melee Strength: 34; Charges: 6; Lifespan: 30; Base Cost: 400
Faith
Beowulf's Challenge: Target an adjacent enemy unit with Combat Strength
less than Beowulf's. Beowulf immediately destroys the target. Costs 1 Charge.
Hercules
Movement:3; Melee Strength: 35; Charges: 6; Lifespan: 30; Base Cost: 400
Faith
Rugged: Ignores Movement penalties from Hills terrain.
Hercules' Labors: Use when located on a friendly District under construction.
Hercules immediately completes construction of the District. Costs 2 charges.
Hercules' Rage: Use when located on an enemy District. Hercules destroys
all buildings present and pillages the District. Costs 1 Charge.
Himiko
Movement: 4; Charges: 8; Lifespan: 40; Base Cost: 400 Faith
Inspiring: +10 Combat Strength to all units within 2 tiles.
Swift: Ignores all Movement Penalties.
Himiko's Charm: Target any adjacent City-State. Himiko immediately places
1 free Envoy in the City-State. If you are already Suzerain there, Himiko also
earns 50 Faith. Costs 1 Charge.
Himiko's Rule: Use within the territory of a City-State you are Suzerain of. Himiko
immediately levies its military units at no cost. Costs 1 Charge.
Hippolyta
Movement: 3; Melee Strength: 32; Lifespan: 30; Base Cost: 400 Faith
Hippolyta's Favor: Hippolyta automatically heals 20 HP each turn.
Rugged: Ignores Movement penalties from Hills terrain.
Hippolyta's Command: Target any adjacent friendly unit that has moved or
attacked this turn. Hippolyta immediately restores the unit's moves and attacks.
Hunahpu & Xbalanque
Movement: 3; Melee Strength: 30; Lifespan: 30; Base Cost: 400 Faith
The Twins' Resurrection: Any ordinary land unit killed by Hunahpu & Xbalanque is
resurrected under your control with full HP and movement.
Agile: Ignores Movement penalties for Woods and Rainforest Terrain.
Maui
Movement: 3; Combat Strength: 30; Charges: 4; Lifespan: 30; Base Cost:
400 Faith
Agile: Ignores Movement penalties for Woods and Rainforest Terrain.
Maui's Inventions: Use when located on an unowned, empty plot. Maui creates a
random Bonus or Luxury Resource on the plot. Costs 1 Charge.
Mulan
Movement: 5; Melee Strength: 16; Ranged Strength: 28; Range: 2; Lifespan:
30; Base Cost: 400 Faith
Mulan's Devotion: Mulan gains 1 Combat Strength every turn.
Mulan's Defiance: Mulan fully fortifies automatically and the end of every
turn.
Oya
Movement: 3; Melee Strength: 30; Charges: 6; Lifespan: 30; Base Cost:
400 Faith
Oya's Storm: Damage all adjacent enemies and heal all adjacent owned units by
40. Costs 1 Charge.
Sinbad
Movement: 7; Melee Strength: 30; Lifespan: 30; Charges: 8; Base Cost: 400
Faith
Sinbad is a naval hero.
Sinbad's Journeys: Sinbad earns 500 Gold whenever he discovers a Continent or
Natural Wonder.
Navigator: Can enter Ocean Tiles.
Sinbad's Fortunes: Target any adjacent enemy naval unit or Barbarian Camp. The
target is either cleared or damaged by 50%, and Sinbad immediately earns 300
Gold. Costs 1 Charge.
Sun Wukong (The Monkey King)
Movement: 6; Melee Strength: 32; Lifespan: 50; Cost: 400 Faith
Swift: Ignores all terrain movement penalties.
Sun Wukong's Disguise: Sun Wukong is hidden unless adjacent to an enemy unit.
Sun Wukong's Immortality: Sun Wukong has significantly increased Lifespan.
New Buildings and Districts
Diplomatic Quarter district
Unlocked by: Mathematics; Base Cost: 30 Production; Maintenance: 1 Gold
Trade Yields: Domestic: +1 Food, +1 Production; International: +1 Culture
Your civilization receives +1 Diplomatic Favor for each Delegation or Embassy
from a foreign civilization through diplomacy. +1 Envoy if built next to the
city center. Enemy Spies operate at 2 levels below normal targeting this
district and adjacent districts. Only one can exist in your empire at a time.
City-state bonuses have changed. They are now much more rewarding:
- [Base or Rise and Fall] Your civilization receives +1 Culture for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.
- [Gathering Storm] Your civilization receives +1 Diplomatic Favor for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.
Envoy bonuses have been rebalanced to tie into the Diplomatic Quarter and its Tier 1 and 2 buildings (more information on those below).
- Having 1 Envoy assigned grants +1 yield in the first building of particular districts and Capital.
- Having 3 Envoys assigned grants +2 yield in the second building of particular districts and Consulate building.
- Having 6 Envoys assigned grants+3 yield in the third building of particular districts and Chancery building.
Consulate building
+2 Influence points per turn. Enemy Spy's level is reduced by 1 when
targeting this city or cities with Encampments.
Yield: +4 Gold, +4 Science, +2 Faith
Requires: Diplomatic Quarter
Cost: 100 Production; Maintenance: 1 Gold
Chancery building
+3 Influence points per turn. When this civilization captures or kills an
enemy Spy, receive 50 Science for every level of the enemy Spy.
Yield: +3 Faith
Requires: Consulate, Diplomatic Quarter
Cost: 194 Production; Maintenance: 2 Gold
Observatory district
Campus district replacement for the Maya. Cheaper than a Campus to build. +2 Science bonus per adjacent Plantation, +1 Science bonus per 2 adjacent Farm or district tiles. +2 Science per adjacent Pamukkale tile.
Hippodrome district
Unique district for Byzantium; replaces Entertainment Complex. Is cheaper to build and provides +3 Amenities. When the Hippodrome and buildings in this district are constructed, receive a Heavy Cavalry unit, which is free and does not require resources to create or maintain.
Oppidum district
Cost: 46 Production; Maintenance: 1 Gold
A unique Industrial Zone district for Gaul that is cheaper and available
earlier (unlocks at Ironworking). It has defense value and a ranged attack like a City Center or Encampment. When the
first Oppidum is consructed the Apprenticeship technology is unlocked.
Yield:
+2 Production bonus if adjacent to a Quarry or strategic resource.
+1 Great Engineer point per turn.
+1 Production from each adjacent Government Plaza tile.
+2 Production from each adjacent Quarry tile.
+2 Production from each adjacent Strategic Resource tile.
Citizen Yields: +2 Production per citizen
Palgum building
Unique building for Babylon; replaces Watermill. +1 Housing and +2 Production. Freshwater tiles receive +1 Food. City must be adjacent to a river.
Thành district
Unique district for Vietnam; replaces Encampment. +2 Culture for each adjacent district, +1 Great General point per turn. After Flight is researched receive Tourism equal to the Culture output. This district does not require population, is cheaper to build, cannot be built adjacent to the city center, and is not a specialty district.
Navigation School building
Unique building for Portgual; replaces University. +25% Production towards naval units in this city. +1 Science for every two coat or lake tiles in this city. +1 Great Admiral points.
Preserve district
Grants 1 Housing and up to 3 Housing based on Appeal. Culture bombs adjacent neutral tiles when placed, and increases their Appeal by 1.
Grove building
Grants +1 Food and +1 Faith to adjacent unimproved Charming tiles. Increased to
+2 Food, +2 Faith and +2 Culture for adjacent unimproved Breathtaking tiles.
Requires: Mysticism, Preserve district
Sanctuary building
Grants +1 Science and +1 Gold to adjacent unimproved Charming tiles. Increased to +2 Science, +2 Gold, and +2 Production for adjacent unimproved Breathtaking tiles.
Gilded Vault building
Bank replacement for the Owls of Minerva secret society. In addition to standard Bank abilities, yields the Commercial Hub's gold adjacency bonus in Culture, and provides an additional Trade Route slot for cities with a Harbor.
Alchemical Society building
University replacement for the Hermetic Order secret society. In addition to standard University abilities, provides extra Great Merchant points and Great Engineer points, +2 Production, and Gold equal to the Campus Science adjacency bonus.
Old God Obelisk building
Monument replacement for the Voidsingers secret society. In addition to standard Monument abilities, contains 1 Great Work slot that can only any type of Great Work. Yields +4 Faith.
New World Wonders
Biosphere
Cost:1740 Production
Requirements: Synthetic Materials; Must be built along a River adjacent to a
Neighborhood district.
[Base game and Rise and Fall] When completed receive 100 Science for every
Marsh, Rainforest, and Woods in this city. +1 Appeal to tiles adjacent to
Rainforest and Marsh in your empire. +8 Science.
[Gathering Storm] Receive +200% Power for all Offshore Windfarms, Solar Farms,
Wind Farms, Geothermal Plants, and Hydroelectric Dams. This building and these
improvements provide Tourism equal to their Power. +1 Appeal to tiles adjacent
to Rainforest and Marsh in your empire.
Statue of Zeus
Cost: 268 Production
Requirements: Military Training; Must be built on flat land adjacent to an
Encampment district with a Barracks.
Grants 3 Archers, 3 Spearmen, and a Battering Ram. +50% Production towards
anti-cavalry units.
Yield: +3 Gold
Torre de Belem
International Trade Routes from this city receive +2 Gold for every Luxury Resource at the destination. When the Torre de Belem is constructed, cities not on your home continent receive the lowest Production cost building they can currently construct.
Requirements: Must be built on a Coast tile that is adjacent to a Harbor district. (Cannot be built on a lake.)
Etemenanki
+2 Science and Production to all Marsh tiles in your empire. +1 Science and +1 Production on all Floodplains tiles for this city.
Requirements: Must be built on Floodplains or Marsh.
New Tile Improvements
Hacienda
Requires: Mercantilism
Unique improvement for Gran Colombia. +2 Gold, +1 Production, and +1 Housing. +1
Food for every two adjacent Plantations (increased to every Plantation with
Replaceable Parts). Plantations and Haciendas received +1 Production for every
two adjacent Haciendas (increased to every Hacienda with Rapid Deployment). Can
only be built on Plains, Plains Hills, Grassland, and Grassland Hills.
Rock-Hewn Church
Unique improvement for Ethiopia. +1 Faith. +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith after researching Flight. +1 Appeal. Can only be pillaged (never destroyed) by natural disasters. Can only be built on Hills or Volcanic Soil not adjacent to another Rock-Hewn Church.
Feitoria
Unique improvement for Portugal. Can only be built adjacent to Luxury or Bonus resources in territory belonging to other civilizations or city-states that you have Open Borders with. Must be build on a Coast or Lake tile adjacent to land and not adjacent to another Feitoria. Provides +4 Gold and +1 Production. Trade routes sent to this city from Portugal gain +4 Gold and +1 Production. Feitorias cannot be removed.
Batey
Unique improvement for the Cagua city-state. Yields +1 Culture, +1 Culture for every adjacent Bonus Resource and Entertainment Complex (increased to +2 Culture when Exploration is discovered). Provides Tourism after researching Flight. Cannot be built adjacent to another Batey or on Hills.
Vampire Castle
Special improvement for the Sanguine Pact secret society. Built by
Vampire units. +4 Defense Strength for occupying unit.
Fortification bonus applied to occupying unit. The Castle can be built inside or
outside your borders, and the yields are transferred to your capital. Adds extra yields to the
tile equal to the sum of the yields of all adjacent tiles. The Vampire can
teleport back to his Castle when reduced to 0 HP. In later eras allows Vampire units to teleport between them.
NOTE: Vampire Castles only takes the yield of surrounding tiles
when the Castle is first placed; it does not update over time as yields
change. You must remove and replace the Castle to take advantage of improved
yields.
Mahavihara
Unique improvement contributed by the Nalanda city-state to its suzerain. +2 Science and +1 Housing. +1 Faith for every adjacent Holy Site district. After researching Scientific Theory receive an additional +1 Science for every adjacent Campus. When a player constructs their first Mahavihara receive a random technology. Must be built on flat terrain not adjacent to another Mahavihara.
Trading Dome
Unique improvement contributed by the Samarkand city-state to its suzerain. Provides additional Gold, plus further bonus Gold for every adjacent luxury resource. International Trade Routes sent from cities with Trading Domes generate increased Gold for each dome. Cannot be built adjacent to another Trading Dome.
New Terrain Features
Honey
Luxury resource, improved by a Camp.
Maize
Bonus resource, improved by a farm. (Ironically, I only just now noticed that the icon for food has been an ear of corn all this time.)
Meteor Site
Meteor showers leave craters on the tile struck. Being the first to visit these craters with a unit will award a free heavy cavalry unit of your technology level. The craters are removed upon visiting.
Ley Lines
Available in Secret Societies mode. Only visible to Hermetic Order members. Gives standard adjacency bonuses to all specialty districts. As you unlock more Hermetic Order abilities, Ley Lines also give added yields according to the number and type of Great People that you have earned.
Natural Wonders
Fountain of Youth
Maya & Gran Colombia pack. Grants units that enter it a healing buff.
Paititi (El Dorado)
Maya & Gran Colombia pack. Gold bonus on trade routes for the city that controls it, major adjacency bonus for Commercial Hubs and Theater Squares.
Bermuda Triangle
This is a new Natural Wonder with the Maya & Gran Colombia pack. Naval units that pass through it receive a movement bonus and get teleported to another ocean tile (on the opposite side of the planet).
New Natural Disasters
Forest Fires
Starts in a random Forest/Rainforest and spreads to adjacent Forest/Rainforest/improved plots every turn. Tiles on fire damage units and pillage improvements. Forest/Rainforests grow back with additional bonus yields.
Meteor Showers
Pummels unowned land tiles pillaging improvements and damaging units. Exploring impact sites grants players a free Heavy Cavalry unit with no resource upkeep. If the tile contains a resource, that resource is undamaged and is restored after the tile is visited.
Preview Links
05/11
Official Announcement (Civilization.com)
05/11 Announcement video
(YouTube)
05/11
Civilization 6 New Frontier Pass Delivers New DLC Every Two Months (IGN)
05/11
New Frontier Pass Set to Deliver Bimonthly New Content (AP)
05/11 Saxy Gamer preview
(YouTube)
05/11 Potato McWhiskey
preview (YouTube)
05/11 Short gameplay video
(bilibili.com)
05/11
Interview with designer Anton Strenger (PCGamesN)
05/14
Lady Six Sky Leads the Maya (Civilization.com)
05/19
Simon Bolivar Leads Gran Colombia (Civilization.com)
05/19
4K Screenshots (2K.com)
06/18 Civilization
VI Game Update - June 2020 (YouTube)
06/18
June 2020 Game Update Coming Soon (Steam)
06/24
Meet the New Factions of Red Death - Season 2 (Steam)
06/25
June 2020 Game Update Available Now (civilization.com)
07/13 Ethiopia Pack Overview (civilization.com)
07/22 Ethopia Pack
Developer Livestream (YouTube)
08/17 Civilization VI Game
Update - August 2020 (YouTube)
08/26 August 2020 Game
Update - Developer Livestream (YouTube)
08/27
August 2020 Game Update Patch Notes (civilization.com)
09/14 September 2020 DLC
Developer Update (YouTube)
09/17
Basil II Leads Byzantium (civilization.com)
09/22
Ambiorix Leads Gaul (civilization.com)
09/23 Byzantium & Gaul
Pack Developer Livestream (YouTube)
09/24
Byzantium & Gaul Pack Patch Notes (civilization.com)
10/13 Civilization VI Game
Update - October 2020 (YouTube)
10/20 First Look: Pirates
Multiplayer Scenarion (YouTube)
10/22
October Update Patch Notes (Steam)
11/08 Babylon Patch
Developer Update (YouTube)
11/12
Hammurabi Leads Babylon (civilization.com)
11/18 October 2020 Game
Update Developer Livestream (YouTube)
11/19
Babylon Pack Patch Notes (Steam)
12/07 Civilization VI Game
Update - December 2020 (YouTube)
12/16 December 2020 Game
Update Developer Livestream (YouTube)
12/17
December 2020 Update Patch Notes (Steam)
01/19 January 2021 DLC
(YouTube)
01/21
First Look: Bà Trieu of Vietnam (civilization.com)
01/26 First Look: Kublai
Khan (YouTube)
01/26
Vietnam and Kublai Khan Pack Overview (civilization.com)
02/16 Civilization VI Game
Update - February 2021 (YouTube)
02/25
February 2021 Game Update Patch Notes (Steam)
03/15 March 2021 DLC
Announcement (YouTube)
03/18 First Look: João
III of Portugal
03/25
Portugal Pack (civilization.com)
03/25
Portugal Pack Patch Notes (Steam)
04/12 April Game Update
(YouTube)
04/22
April Game Update Patch Notes (civilization.com)