It's a big day for Civilization VI fans: the game's latest patch is available today alongside its newest DLC. While the update primarily includes balance changes and bug fixes, the DLC pack adds a new civilization that looks pretty cool.
Civilization VI's Summer 2017 Update includes one big feature that players have been requesting for a while. It adds a restart button that lets you regenerate the map while mid-game with your current game settings. The update also includes the ability to save game settings, so that you don't have to redo a certain configuration every time you start a new game.
It also features some game balancing and tweaks. For example, the warning that pops up when enemy units are within range of bombardment by one of your cities will now block you from accidentally advancing the turn without attacking. There are also some adjustments to the cost of certain buildings as well as to specific civilizations. You can see the full patch notes below.
The Nubia DLC, meanwhile, adds the new Nubia civilization to the game. The civilization has the Ta-Seti ability, which gives bonus production when creating ranged units. Those ranged units also gain experience more quickly in combat. Nubia mines also give more production when built on strategic resources and more gold when built on luxury resources. You can read more about the DLC here and watch it in action in the embed above. It's on sale for $5 as a standalone purchase, but owners of the game's Digital Deluxe Edition get it for no extra cost.
Full Patch Notes:
New Features
- Added Restart button to regenerate the map
- Added the saving of game setup configurations to reuse when starting future games
General Balance Changes
- Reduced the cost of the Aqueduct by 30% and Sewers by 50%
- Reduced cost of all other districts by 10%
- Increased the discount for districts you have less of from 25% to 40%
- Increased costs of district buildings by 10% (except Aerodrome buildings), and increased per settler cost bump by 50%
- Reduced cost of all spies by 25%
- The Hanging Gardens now provides +2 Housing in city it is built
- Walls now provide Tourism, and do not have Maintenance
- Battering Ram and Siege Tower now upgrade to the Medic support unit, and no longer are functional against a city with Urban Defenses
- Gave St George an additional Charge
- Updated Monarchy's Medieval Wall bonus to: +50% Production toward defensive buildings. +1 Housing for each level of wall.
- Proselytizer Apostle Promotion only evicts 75% of existing pressure of other religions, not 100%.
- Press Gangs will now unlock with Exploration and Native Conquest with Colonialism.
- Increased Anti-Air strength values by 5 across the board. Increased Destroyer AA strength to match other units of the same era.
- Balance Change to Archer (cost +10) and Maryannu Chariot Archer (cost -20, combat +2, ranged strength +2)
- Increased cost to repair city outer defenses
Civ-Specific Balance Changes
Civ 6 Trade Route Buggy
- Norway
- Thunderbolt of the North gains +50% production of naval melee units
- Stave Church gains +1 Production for all water resources in the city
- Spain
- Treasure Fleet civ ability has its gold for international trade boosted from +4 to +6.
- Mission: increase from +1 Science to +2 Science if next to a Campus.
- Scythia's heal down from 50 to 30.
- Kongo: 50% more Great People points rather than double.
- Greece: Award an envoy whenever they complete an Acropolis.
- Catherine's Flying Squadron: now awards a free Spy when the extra capacity is earned at Castles. All spies start as Agents with a free promotion.
Map Generation
- Aluminum may now appear on Plains
- Increased Lake generation
- Updated Bonus and Strategic Sea resource generation
- Inland Sea maps now have rivers
UI Enhancements
- Added a turn blocker notification when city ranged attack is available
- Combat Preview UI has received multiple improvements
- The Civilopedia now shows the number of spies/envoys granted by a civic
- Multi-turn unit movement paths shown when unit reselected
- Add Relationships tab to city state Intel Reports which displays that city state's at war status with other civs and city states
- A popup box is now used to modify deal item values
- Added leader dialog for Gifts and Demands
- Scenarios no longer display extraneous UI screens
- Reports now displays great works, adjacency, and districts information
- Trade Route chooser automatically selects previously completed trade route
- Additional improvements to the Trade Route chooser
![Civ 6 trade route length Civ 6 trade route length](/uploads/1/2/3/7/123709540/232264514.jpg)
Diplomacy Enhancements
- Added tooltips explaining why you can or cannot declare each kind of war or undertake another diplomatic action.
- “Are you sure you want to denounce?” confirmation added
- Liberation changes:
- Liberating cities can now occur even if you got the city in a deal (peace deals are the most common case of this).
- A case where the Persian player didn't see '(cede)' or '(return)' besides cities on the peace deal screen has been fixed.
- When you liberate a city-state your military units are only kicked back from the first ring of hexes around the city; you aren't ejected from their territory entirely.
AI Tuning
- Improved AI ability to move great works around to get theming
- AI will now better handle air attacks
- Bombers will attack Districts, Improvements, and then Units in that preference
- Fighters will prefer to attack other air units
- Improved desire to pillage cities
- Improved city planning with regard to adjacency bonuses
- During city attacks, concentrate unit attacks on more threatening units rather than spreading out
- Fixed a bug that resulted in the AI overestimating the value of demand tribute
- Adjust AI acceptance of embassies to be a bit more like what they already do for delegations
- Specifically, they probably will reject it if they're unfriendly, will accept at neutral unless they have any other reason against it (close balance) and will generally accept it at friendly unless they have a strong reason against.
- In evaluating deals, the AI will mark elements that are unacceptable at any price, and expose that to the player
- Improve ability to utilize city-states, beyond just suzerainty
- As a player approaches victory, AI will become less friendly and more aggressive
Multiplayer
- Improved stability after receiving a multiplayer join error
- Fixed unnecessary host migration when exiting a LAN game
- Fixed an occasional hang during wars in dynamic turn mode
- Miscellaneous UI fixes and stability improvements
Bug Fixes
- Fixed an issue where plot tooltips would show when we didn't want them to
- Don't allow paradrops to include other units in an escort formation
- Fixed multiple issues with Air combat
- City Banners were not reacting to population changed events
- Barbarian camp art will now update as the game progresses into later eras
- Fixed an issue where pillaged improvements lost their pantheon bonuses forever
- District repair costs now computed properly based on both game speed and start era. Will always be 25% of the cost of creating a new district of that type.
- Correct Alexander's 'To the World’s End' healing ability so it only triggers if the city has a COMPLETED wonder in it.
- Wonders should always be repairable after they have been hit by a nuclear blast
- Coastal Raids can be used to explore Tribal Villages on the shore
- Fixed issues with Reports screen totals not adding correctly
- Additional bug fixes.
![Capacity Capacity](/uploads/1/2/3/7/123709540/557783820.jpg)
Miscellaneous
- Added new visualization for desert mountains.
Some don’t like to admit it, and claim to take the high ground by pursuing a cultural or scientific victory, but ultimately Civ 6 is all about domination. Whether you’re bringing artistic or scientific enlightenment to the world, you’re trying to beat someone else to it. And domination is hard, isn’t it?
Principled people, look away now. Here are some issues Firaxis overlooked, and which will undoubtedly get patched, but which for the time being, you can exploit to get a leg up over your enemies.
Aside from these exploits, is the game any good? Check out our Civilization VI review.
Selling units
Most of the exploits we’ll talk about below stem from one root issue: units sell for way too much gold. In Civ 5, the compensation you’d get for disbanding a unit was pretty meagre, and even then you only earned it if the unit was inside your borders. In Civ 6, deleting a unit will return you gold equal to half its production cost, and you can do this even if it’s in foreign territory. Moreover, you can do this even if the unit is out of moves.
Say you’re fighting someone, it’s the end of your turn, and all your units have moved. It’s usually obvious which ones are faced with losing fights. Why do anything other than sell them? You’ll get back a fair amount of money in each case and deny the enemy a kill and possible promotion.
Civ 6 Can't Make Trade Route
Armies and Armadas sell for more than they cost
Welcome to probably the biggest exploit in the game right now. Civ 6’s new multi-unit formations – armies and armadas – can be bought and then immediately sold for a profit as many times as you like in a single turn. Essentially, once you have the ability to purchase an army or armada, you have infinite gold.
Credits to Redditors RandomMagus, who discovered this, and Drogzar, who popularised it. RandomMagus reports buying a Battleship armada for about 3,500 gold, and selling it for 6,495, banking nearly 3,000 gold inonetransaction! Drogzar corroborates, having profited 3,300 out of a Destroyer armada. With such huge quantities of gold available so readily, there is almost nothing in the game you can’t do; you can instantly buy any unit or building, or bribe the AI to give away anything they own except their capital city.
The only reason we can see that this doesn’t totally ruin any game you play, is that the ability to form armies and armadas is only unlocked with the Mobilization tech, which is relatively late-game.
The Horseman Economy
HighClassGuy on Reddit figured out how to take the high selling price of units and optimise it by stacking policies and Scythia’s unique ability on top. Units already sell for half their production cost, so if you add the Chivalry policy (unlocked by the Divine Right civic), which gives +100% Production toward cavalry units, you can convert production to gold at a 1:1 ratio by making and selling cavalry. This is pretty strong with any Civ, since the bonus production to cavalry means you can make money and use it to buy other stuff much faster than building that stuff the old-fashioned way.
With Scythia, though, this trick becomes genuinely game-breaking. Scythia’s UA gives you a free second copy of a light cavalry unit or Saka Horse Archer whenever you train one, so paired with Chivalry, you’re essentially making two cavalry units for half the cost of one. This makes both winning wars and earning huge amounts of money trivial. One Redditor, tmffaw, says he was churning out horse archers with five or six cities, and earning over a thousand gold per turn. Though he does say having to sell six to twelve units every turn “did make me want to stab myself in my eye”.
Chopping Forest
You can order your builders to chop down a forest for a production bonus to the nearest city (a favourite trick in multiplayer games of Civ 5 to get the Great Library first, incidentally).
In Civ 6, however, the production bump doesn’t scale with game pace, meaning that logging will far outstrip your cities’ natural production output on quick or online speeds, and there’s no penalty for doing it outside your borders. You can roam the map with Builders, rather than scouts, and chop down every tile of forest you can find, like a deranged Amazonian logging company. If your Builders are ever in danger, just sell them (see below).
Selling Builders
Don’t wait for your Builders to disappear after using all three of their charges. Sell them after they use two. Because, as we’ve said before, you get fully half a unit’s production cost back in gold after you sell them, this means you can buy a third Builder unit outright after selling two, and you can buy it at any city. If you use all three of its charges, you get seven charges for the price of six.
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Fortunately for poindexters who care about such trivia as ‘game balance’ and ‘fairness’ and ‘not completely ruining the experience for yourself’, each of these exploits has a simple fix. Reverting to a smaller sum for selling units, and none at all if this is done outside of your borders, would solve pretty much all these issues.
But until Firaxis puts out that inevitable patch, happy domination.
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