PC/Mac/Linux Sid Meier's Civilization VI (Firaxis/2K)

Está aqui a lista, do que foi mostrado até agora.
O update vai ser lançado no dia 17.

  • Ley Lines will be changed.
  • Byzantium no longer receives heavy cavalry units from capturing Entertainment Complexes with buildings in them.
  • Some Wildcard policy cards offer different amounts of Great Person Points.
  • Some policy cards will now interact differently with Population requirements and adjacency bonuses.
  • Various changes to tech boosts:
    • Professional Sports requires 2 less Entertainment Complex.
    • Capitalism requires 1 less Stock Exchange.
    • Industrialization requires 1 less Workshop.
    • Refining requires 1 less Coal Power Plant.
    • Electricity requires 1 less Privateer.
    • Advanced Flight requires 1 less Biplane.
    • Advanced Ballistics requires 1 less Oil Power Plant.
  • Melee units' bonus against anti-cavalry units has been reduced to +5.
  • The Thrust promotion's bonus against melee units has been reduced to +5.
  • Leonardo da Vinci now provides 2 additional Culture to Workshops.
  • Albert Einstein's bonus now affects Research Labs instead of Universities.
  • AI leaders are less likely to make demands if your military is stronger than theirs or they are losing a war.
  • The "Stop asking me" button has been added, which will dissuade the AI from further repeating a request.
  • The value of peace agreements has been changed.
  • Some AI with restrictive settling requirements, like Mali and the Maya, will now raze cities in war more often.
 
Ainda que goste da redução de dano contra anti-cav, acho que esta precisava de um buffzito para ser melhor counter. E a mudança do Einstein também me parece fazer um sentido extra, tendo em conta quem é, e quando chega.

De resto, não tenho nada a apontar. Mas eu não jogo em Deity, portanto...
 
Notas completas da última patch

[NEW FEATURES]

City-State Picker

In Advanced Setup, players can now bring up a new menu to choose which City-States they would like to include in their next game. Selected City-States are not guaranteed to be in the next game, rather, they are part of the pool of City-States that will then be randomly selected and placed. Ones that are not selected will never appear in a game.

Searchable Unit List

Leave no scout, archer, or Giant Death Robot behind. Players can use search and filtering functions in the World Tracker panel to quickly find any unit on the map.


[GAME UPDATES]

Items in the list below apply to the Gathering Storm, Rise and Fall, Pirates, and Byzantium and Gaul Pack ruleset only

[BALANCE/POLISH]

General

  • [Gathering Storm]Religious Community: International Trade Routes receive +2 Gold to cities with Holy Sites and an additional +2 Gold for every building in the Holy Site.
  • Fixed an issue where Wonder build requirements were being fulfilled by districts owned by other players.
  • Drop melee units' combat bonus against anti-cavalry to 5.
  • Reduced Combat Strength bonus from +10 to +5 for Thrust anti-cavalry Promotion.
  • [Gathering Storm]Fixed an issue with John Curtin’s leader ability, Citadel of Civilization, lasting for 20 turns when it should last for 10 turns.


Great People
  • Einstein applies to Research Labs since Newton already applies to Universities.
  • Alfred Nobel’s ability applies 100 Great Person Points.
  • Increase Da Vinci's Culture bonus for Workshops to +3 (instead of +1).


[Gathering Storm]Amenities
o Restoring penalties from Negative Amenities back to their previous thresholds:
  • Revolt will occur at -7
  • Unrest will occur at -6 to -5
  • Unhappy will be -4 to -3
  • Displeased will be -2 to -1
  • Content will be 0 to 2

o Increased Happy to +10% and Ecstatic to 20%.

[Gathering Storm]Policies
  • Raj: +2 Gold for Trade Routes to City States (in addition to its previous effect).
  • Public Transportation: Neighborhoods with Charming appeal receive +3 Food and +1 Production. Breathtaking appeal receives additional +1 Food and +1 Production. All Neighborhoods receive +1 Gold.
  • Democracy: The bonus to trade routes now applies to city-states the user is Suzerain of (previously only allied civilizations)

This was on the previous build notes when we made the checklist, but it is no longer on the list. We have confirmed this update.

· Wisselbanken, and similarly the legacy (and normal) effect of Democracy, apply to allies and Suzerained City-States.
· Frescoes: +2 Great Artist points. +2 additional Great Artist Points for every Art Museum.
· Laissez-Faire: +2 Great Merchant Points for every Bank and +4 Great Merchant Points for every Stock Exchange. +2 Great Admiral Points for every Shipyard and +4 Great Admiral Points for every Seaport.
· Science Foundation: +2 Great Scientist Points for every University and +4 Great Scientist Points for every Research Lab. +2 Great Engineer Points for every Factory and +4 Great Engineer Points for every Power Plant.
· Military Organization: +2 Great General Points for every Armory and +4 Great General Points for every Military Academy. Great Generals receive +2 Movement.
· Symphonies: +4 Great Musician Points. +4 additional Great Musician Points for every Broadcast Center.
· Invention: +4 Great Engineer Points. +2 Great Engineer Points for every Workshop.
· Rationalism: Now requires a population of 15 and an adjacency bonus of 4.
· Simultaneum: Now requires a population of 15 and an adjacency bonus of 4.
· Grand Opera: Now requires a population of 15 and an adjacency bonus of 4.
· Free Market: Now requires a population of 15 (already had adjacency requirement of 4).
· Urban Planning: Becomes obsolete with Rationalism (Enlightenment Civic).

[Gathering Storm]Technology and Civics
Reduced Boost requirements:
  • Advanced Ballistics: Build 1 Oil Power Plant (down from 2)
  • Advanced Flight: Build 2 Biplanes (down from 3)
  • Capitalism: Build 2 Stock Exchanges (down from 3)
  • Electricity: Build 2 Privateers (down from 3)
  • Globalization: Build 2 Airports (down from 3)
  • Industrialization: Build 2 Workshops (down from 3)
  • Professional Sports: Build 2 Entertainment Complexes (down from 4)
  • Refining: Build 1 Coal Power Plant (down from 2)


Adjusted Information Era Boosts:
  • Lasers: Build 2 Drones
  • Nuclear Fusion: Build a Nuclear Power Plant (changed from “Boost through Great Scientist or Spy”)
  • Satellites: Build 2 Broadcast Centers (changed from “Boost through Great Scientist or Spy”)
  • Telecommunications: Boost through Great Scientist or Spy (changed from “Build 2 Broadcast Centers”)


[Rise and Fall and Gathering Storm]Ethiopia Pack Updates
  • Players only receive a free Governor title from the first Secret Society they discover (instead of every time).
  • Diplomatic Quarter buildings receive +1 yield from the Autocracy bonus.
  • Fixed an issue where neutral-territory Vampire Castles were not removing Vampire build charges.
  • Stopped Ley lines from appearing on Snow tiles.
  • Ley Lines provide a Major Adjacency bonus to all specialty districts.
  • Reduced the number of Ley Lines on TSL maps.
  • Updated Secret Society popup flow upon discovering and joining a society.
  • Implemented new names and descriptions for Secret Society popups and notifications.

Pirates
  • Chainshot can no longer target non-visible hexes.
  • The Dowsing Rod and English Pointer relics now only apply to naval ships.
  • Trade ships now spawn less often.
  • Shore Parties can no longer use Bury Treasure ability while in colonial city culture borders.
  • Fixed an issue that prevented Shore Parties from embarking when placed on a tile adjacent to the map edge.
  • Fixed an issue where the starting year was incorrect in the status bar.
  • Fixed an issue where randomly generated treasure was appearing on improved hexes and owned territory.
  • Flyover text when performing point scoring actions will now appear consistently.
  • Removed audio cue for treasure notifications.
  • Changed Treasure Found notification icon for consistency.


Byzantium and Gaul Pack
  • Biosphère’s Appeal now applies to all cities in the empire in which it was built.
  • Byzantium can no longer build the Water Park if they have a Hippodrome.
  • Byzantium will no longer receive free cavalry units in captured cities for already existing buildings.
  • Mines built by Gaul now provide tourism.
  • Fixed an issue where the Sakdina Golden Age Policy Card was not properly granting extra Great People Points.


Heroes and Legends
  • Hippolyta is now an anti-cavalry class unit. Previously was a melee class unit.
  • Enemy units will convert to player’s units after attacking and dying to Hunahpu and Xbalanque.
  • Arthur’s Accolade can no longer be used on naval units.
  • Oya’s Storm now affects religious units.
  • Fixed an issue causing Hero Antiquity shipwrecks to be placed in ocean tiles.
  • Passive ability icons added for Heroes on Heroes & Great People screen.
  • Added Hero glow animation for Hero unit flags.


[AI]
  • Improved logic for demands, so the AI does not ask for them when at a disadvantage.
  • Added a “Stop asking me” option for AI friendship and peace requests.
  • Added “Do not ask again” option to deal items requested by the AI.
  • Added “Stop asking” option for trades and agreements.
  • Added additional considerations to the cost for peace.
  • Improved AI logic to raze cities, especially for Mayan cities that are unusable to non-Mayans.
  • Prioritize the purchase of Heroes.
  • Additional AI improvements.


[UI]
  • Added enabled game modes to Hall of Fame history
  • Military Policy Cards backing height is now consistent with other card backings.
  • Fixed an issue where the District Defense Strength displayed on the map would not update when performing actions that would change the value.
  • Fixed an issue on the Scenario menu where banners would overrun their borders when viewing on 1080 or smaller resolutions.
  • Various text improvements.


[Console]

[Switch]
  • Fixed an issue where the client displays as present in a Local Multiplayer lobby after turning on Airplane mode.
  • Fixed a text issue in the 2K Account tooltip.


[PS4]
  • Fixed a localization issue in the Multiplayer lobby in Simplified Chinese.
  • Fixed an issue where a “Show Details” button being present and cutoff in the Score tab of the World Rankings menu.


[XB1]
  • Fixed an issue where buttons were offset in the Single Player Advance setup menu.
  • Fixed and issue where the invite friends button would lose functionality after suspending the game while in a Multiplayer Staging room.
  • Fixed multiple crashes that occurred throughout the game.
  • Fixed an issue where the game would remain on the Multiplayer Stating room after resuming the game from a suspended state.
  • Fixed an issue where a network error message was not appearing after returning to an internet multiplayer game from a suspended state.


[PS4 & XB1]
  • Fixed an issue where Catherine De Medici and Teddy Roosevelt persona packs displayed placeholder text in tooltips for Multiplayer games.
  • Fixed and issue with the Apocalypse mode description and image.


[All]
  • Fixed an issue where the user could be blocked from advancing to the next turn during the AI’s turn.
  • Fixed multiple crashes that occurred throughout the game.
  • Fixed text overlap issues that were present on the Heroes & Great People and World Congress menu.
  • Fixed multiple localization issues.
  • Fixed an issue where the “Show Resource Icons” and “Show Yield Icons” options are present in the Pirates Scenario.
  • Fixed an issue with the icons on the notifications menu of the Pirates Scenario.
  • Fixed an issue where the Post Game screen could be skipped in the Pirates Scenario.
  • Fixed an issue where the Game Modes tab is blank in the Advanced Setup menu when no Game Modes are present.
  • Fixed an issue where the Choose Civilization section on the Create Game menu could not be cycled.
  • Fixed an issue where Secret Society notifications were not redirecting to the Governor menu when selected in Multiplayer.
  • Fixed an issue where the highlight would automatically move to Apocalypse mode when selecting Secret Societies in the Create Game menu.
  • Fixed an issue where the tooltip for Forest Fires would not appear in the World Climate menu.
 
@miguelbazil

Já experimentaste o jogo após este update do Vietnam?
Consegues negociar com a AI?
Eu agora tenho um bug onde a AI recusa todas as minhas propostas de negociação.
Sempre que carrego em "What would it take", o resultado á sempre recusa da AI.
Já experimentei retirar o novo DLC, mas o bug acontece na mesma.
 
Jogos novos.
Já pus o steam a verificar os ficheiros, mas não encontrou erros.
Desinstalei o jogo, apaguei a pasta do jogo e a pasta dos saves e configurações.
Mas ainda tenho de experimentar a ver se resolve alguma coisa, ou se é mesmo bug do jogo.

No steam, está montes de pessoal a queixar-se de várias coisas.
Desde crashes, problemas de AI, etc...
Este update lixou o jogo, para muita gente.

EDIT: já experimentei e não resolveu nada.
Até a Firaxis lançar uma patch, não posso jogar Civ 6....
 
Última edição:
e a civilização portuguesa, há planos para chegar ao jogo?

24.6€ pela edição platinum é boa? Tendo em conta que ja tenho o jogo base e um dlc pequeno, isto de um bundle do Humble, se calhar mais vale comprar pela Steam quando voltarem a fazer promoção...

Edit: afinal também está em promo na steam, fica a 17.15€ o scenario e a edição platimum, parece me um bom preço :)
 
Última edição:
Ainda falta uma civilização.

89e3f9019738941f20ee50d0dda49e7c905fe6fb.jpg
 

Então não sei quando consigo verificar, estou a ter muito pouco tempo para jogar ultimamente, não há meio de acabar o jogo com a Babilónia. Eu quando conseguir, aviso. Mas eu lembro-me deles terem andado a mexer na lógica de negociação para aumentar o peso de algumas coisas. Será disso?
 
Então não sei quando consigo verificar, estou a ter muito pouco tempo para jogar ultimamente, não há meio de acabar o jogo com a Babilónia. Eu quando conseguir, aviso. Mas eu lembro-me deles terem andado a mexer na lógica de negociação para aumentar o peso de algumas coisas. Será disso?

Não deve ser isso.
Nos forums da Steam, tem lá muita gente a queixar-se do mesmo e de outras coisas. Incluindo crashes, tanto em Windows como em Mac.
Esta última patch lixou o jogo para muita gente. E já passou uma semana e a Firaxis ainda não fez nada.
Espero bem que não deixem o Civ VI "estragado", antes de avançarem para o Civ VII.

Que problema estás a ter com a Babilónia?
 
Não estou a ter problema nenhum em especial, apenas foi um jogo mais lento porque não estou habituado a planear tanto os meus avanços. Por outro lado, é uma civ bastante OP para guerra. Dominei o meu continente rapidamente, mas depois encontrar o outro, conseguir ir lá, e conquistar o que falta, está demorado. Tamanho do mapa influencia.

No fim deste, logo experimento outra civ nova, e digo-te como correm as negociações. Nota que estou a usar uns quantos mods também :P

EDIT: @Torak jogo novo com o vietnam, jogar normalmente, crash to desktop. Já começa. E agora eu tenho a gráfica estabilizada, ao ponto de ter tido o PC ligado uma semana inteira, sem crashar uma única vez. Parece que este patch trouxe problemas de novo, mesmo para os drivers. Confirmo.
 
Última edição:
É um update que vejo com bons olhos. Permite-te continuar a tratá-los como tens feito até agora, ou fazer um estilo de jogo diferente.

Já agora, acabei por encontrar o problema das trades. Não consigo usar o botão "what would make this deal work".

EDIT: especificar que se pode carregar no botão, apenas nunca há uma resposta positiva.
 
Última edição:
Notas da patch de Fevereiro:

[NEW FEATURES]

Barbarian Clans Game Mode

A new game mode that adds diverse Barbarian groups and strategies. This game mode replaces standard Barbarian Tribes with Clans, with a variety of terrain and combat preferences. Additionally, the mode introduces new player actions for peaceful interactions with Barbarians that provide increased strategic options.

Every Clan can progress towards converting into a City-State. If the camp remains in play long enough and/or receives enough boosts from player actions, it will transform into a new City-State.

New Clans Types

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.
  • 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.
  • 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.

New Unit Commands

Combat units that enter a Barbarian Outpost do not automatically destroy it. Instead, they can choose from two new unit commands to deal with the clan.

  • Disperse Clan – Destroy the clan completely and earn experience points for the dispersing unit.
  • Raid Clan – Player is rewarded with Gold and the clan’s progress towards City-State conversion is reduced, but the Outpost is not destroyed. Raided clans gain immunity to raids for a short duration and spawn a defender unit in reprisal the same turn.

New Player Commands

Players can take peaceful or diplomatic actions with Clans. To initiate one of these interactions, players will need to click on the map banner over the Outpost.

  • Hire Clan – Spend Gold to permanently purchase the best military unit the clan can currently train. The clan will gain progress towards City-State conversion.
  • Ransom Unit from Clan – Spend Gold to recover a civilian unit captured by the clan. Clans that ransom units lose progress towards City-State conversion.
  • Bribe Clan – Spend Gold to expel units from your territory and prevent them from targeting your cities for a number of turns. The clan will gain progress towards City-State conversion.
  • Incite Clan – Spend Gold to encourage the clan to raid and attack the cities of another civilization. The clan will lose progress towards City-State conversion.

Leader Selection Pool

  • The Leader Selection Pool is a new advanced option that allows players to create 2 custom pools of leaders for their single and multiplayer games. What this does is allow players to create lists of leaders that can be chosen by others, or by the AI. For instance, you might want to have one group of leaders for your friends in an online game, and then restrict the AI to a different set of leaders. This still allows for some randomness - you could create a list of leaders that you haven't seen before, a list of non-aggressive leaders for a peaceful game, or all the warmongers for a real brawl.

[BALANCE/POLISH]

General updates

  • [Maya and Gran Colombia Pack] Fixed an issue where the Basilikoi Paides Barracks replacement was not properly applying the combat strength increase for Lahore's Nihang unit.
  • [Base game, Rise and Fall] The Llanero [Maya and Gran Colombia] and Oromo Cavalry [Ethiopia Pack] no longer require a strategic resource in order to train.
  • [Gathering Storm] Earth Goddess now gives 1 Faith for Breathtaking tiles.
  • Fixed an issue where the Coastal Raid unit action was not properly raiding coastal plots with support units on them.
  • Fixed an issue where games with 20 civs and 24 City-States would start without a Free Cities player, making rebellions from loyalty impossible.

Natural Wonder updates

  • Cliffs of Dover gives 3 Gold, 3 Culture, 2 Food.
  • Crater Lake gives 5 faith instead of 4.
  • Lysefjord gives +1 Production to adjacent tiles.
  • Giant's Causeway provides +1 Culture to adjacent tiles.
  • The Campus now receives a major adjacency for the Great Barrier Reef.
  • [Maya and Gran Colombia Pack] Removed the Major Adjacency bonus for the Theater Square and Commercial Hub from Paititi.

Governments update

  • Autocracy Policy Slots - 1 Military, 1 Economic, 1 Diplomatic, 1 Wildcard
  • Oligarchy Policy Slots - 2 Military, 1 Economic, 0 Diplomatic, 1 Wildcard
  • Monarchy Policy Slots - 2 Military, 1 Economic, 1 Diplomatic, 2 Wildcard
  • Merchant Republic Policy Slots - 1 Military, 2 Economic, 2 Diplomatic, 1 Wildcard
  • [Gathering Storm] In addition to the housing Monarchy now gives +2 Favor from each Renaissance Walls.

Buildings update

  • Arena and Tlachtli buildings provide +2 Amenities.
  • [Rise and Fall, Gathering Storm] Ferris Wheel now provides +2 Amenities.
  • [Rise and Fall, Gathering Storm] Audience Chamber now provides +2 Amenities and +4 Housing.
  • [Rise and Fall, Gathering Storm] Add the Water Park building to Toronto (Rise and Fall) and Mexico City (Gathering Storm).

Red Death

  • Removed non-functional map options such as resources, start positions, and temperature from Game Setup menu as they don’t apply to Red Death.

Ethiopia Pack

  • Fixed an issue where extra Great Work slots on a building would disappear when a bank created by a Great Merchant would be replaced by the Gilded Vault during Secret Societies mode gameplay.

Byzantium and Gaul Pack

  • Fixed an issue where the Culture Industry Golden Policy card would provide +25% Production to specialty districts when it should only apply to non-specialty districts.

Pirates

  • Fixed an issue where players could spam tavern visits on the same turn.
  • Fixed an issue where the City Banner tooltips would display incorrect text when viewing the “Sack City” and Visit Tavern” tooltips.

Vietnam and Kublai Khan Pack

  • [Babylon Pack] Hero ability “Maui’s Inventions” will now only spawn a random resource that already exists in the world to prevent players from being granted a Monopoly on a single resource.
  • Fixed an issue causing redundant failure messages for Corporation creation.
  • Fixed an issue causing Kublai Khan’s agenda to not count negative modifiers towards military power.
  • Fixed a crash that would occur when a player tried to steal a Corporation from another player.

[MP]

  • "No and stop asking" responses are disabled when human opponents engage in diplomatic options with the player during Multiplayer gameplay.
  • Improved matchmaking.

[AI]

  • AI has bigger bias towards building air units.
  • AI will use better formations for air units.
  • AI will have more aircraft ready.
  • AI will more efficiently use anti-air against aircraft.
  • AI will place a larger value on trades that include strategic resources needed to build air units.
  • AI is more likely to make a deal for strategic resources related to air units.
  • Increase AI’s desire to engage in the Culture race.
  • Strengthened bias against building too many spaceports.
  • AI will not build units that require an ongoing resource they don’t have.
  • Fixed an issue where the AI would offer more Gold per turn than intended for low-value items.

[UI]

  • Fixed an issue where a Civilization’s data would be erased from the CO2 Levels Global Contribution graph after they were removed from the game.
  • Fixed an issue where “Sleep” icons were missing from the Unit List in the World Tracker.
  • Various text updates
 
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