Civilization VI ‘Spring 2017 Update’ Now Live

By Michelle-Louise Janion, 4 months ago
This update for Sid Meier’s Civilization VI, available now for PC players and coming soon for Mac and Linux, includes a number of balance changes, AI adjustments, multiplayer changes, and bug fixes.

The Harbor balance change, included in this patch, will bring the strength of the various districts in line with each other. In addition, there are now added nuances to the warmonger penalties so they only hit with their full strength if you are truly wresting valuable cities from your opponents.
A complete list of changes in the Spring 2017 Update is below:


• Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
• Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
• Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
• Added “Future Civic” to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
• Bomber units are now more effective against cities.
• Swordsman are now reduced to 36 combat strength.
• Damages now remain on City and Encampments when a city is traded.
• Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
• Adjusted Warmonger penalties for Diplomatic status:
o When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
-20% warmongering if this is against a player you have denounced
-40% warmongering if this is against a player you are at war with
o NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
o EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
• Adjusted Warmonger penalties for City Population:
o When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
If the city’s population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city’s population is below the average.
o EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.


• Improved coordination for multiple attacking units.
• Ranged units better understand how to capture civilian units.
• AI should now generally accept embassies when neutral, and reject when unfriendly.
• When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
• Increased AI’s desire to repair pillaged Districts and Buildings.
• Minor civs will no longer go after policies that give them extra influence they can never use.
• Made it easier to meet the positive side of the environmentalist agenda
• AI will now build multiple Neighborhoods.


• The Great Works tooltip in the deal now shows extended information.
• Melee units can no longer attack embarked units.
• Pillaged improvements no longer provide Pantheon bonuses.
• Fixed double-counting of Appeal from Improvements.
• Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
• John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.
• Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
• The World Tracker now keeps its open/closed state between turns.
• Additional bug fixes.


• Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
• Expanded internet games list to show results from additional regions
• Games list was frequently not showing all available games due to UI bug.


• Added more civs to the True Start Location Earth map.
• Separated war/peace notifications into major civs vs. city-state.
• Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
• Added "special ability" stars to techs and civics that unlock new functionality.
• Added invasion warnings to Poland scenario
• Added new Capabilities data base table to disable select game systems for scenarios and mods.
• ARX functionality updates for scenarios.
• Added text labels differentiating Official and Community content in the Lobby screen.


• In Game
o Fixed issues in the Additional Content menu with mods that contained very long strings.
o The "ImportFiles" modding action now works as a Frontend action.
o The "UpdateIcons" action now supports SQL files in addition to XML files.
o Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
o Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
o The localization database is now written out to the cache folder.
• Development Tools
o The SDK launcher will now close after the user has clicked on an application to launch.
o ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
o Added SQL syntax coloring to ModBuddy.

Sid Meier’s Civilization VI screenshot

Persia and Macedon Civilization & Scenario Pack

Get ready to rule the classical world with two new civs for Civilization VI!

Persia, led by Cyrus, is perfect for players who want to build a rich empire, and who aren’t afraid to launch a sudden, unexpected military strike. Macedon, led by Alexander the Great, is a powerhouse conquering civ, with special units and abilities that let Macedon bring the world under its control from early in the game. The DLC pack also includes two new Wonders, and a new Scenario: The Conquests of Alexander. Can you conquer the known world before your time runs out?

The Persia and Macedon Civilization & Scenario Pack is available now for PC players and coming soon for Mac and Linux. Anyone who purchased the Digital Deluxe Edition of Civilization VI will receive this DLC pack automatically.

o Persia
- Civ Unique Ability: +1 Trade Route capacity when Political Philosophy developed. Receive +2 Gold and +1 Culture for routes between your own cities. Roads in your territory enhance movement as if one level more advanced.
- Cyrus Unique Ability: +2 Movement for the first 10 turns after declaring a Surprise War. No penalties to yields in occupied cities. Declaring a Surprise War only counts as a Formal War for the purpose of warmongering and war weariness.
- Immortal: Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
- Pairidaeza: Improvement. Unlocked at State Workforce. Cannot be built adjacent to another Pairidaeza. Provides +2 Gold +1 Culture; +1 Gold for each adjacent City Center and Commercial Hub; +1 Culture for each adjacent Theater and Holy Site. +2 Appeal. +1 Culture at Rapid Deployment. Culture into Tourism at Flight.

o Macedon
- Civ Unique Ability: Receive boosts upon city conquest: a Eureka for each Encampment or Campus in the conquered city and an Inspiration for each Holy Site or Theater Square.
- Alexander Unique Ability: ”To the World’s End.” Cities do not incur war weariness. All military units heal completely when this player captures a city with a world wonder.
- Hetairoi: Macedonian unique heavy cavalry unit that replaces the Horseman. Additional +5 Combat Strength when adjacent to a Great General. +5 Great General points when killing an enemy unit. Starts with 1 free Promotion.
- Hypaspist: Macedonian unique melee unit that replaces the Swordsman. +5 Combat Strength when besieging districts. 50% Additional Support Bonus.
- Basilikoi Paides: Replaces the Barracks and unlocked at Iron Working. +25%XP per combat for Melee/Ranged/Anti-Cav class units/Hetairoi; +1 GPP (Great General). 1 specialist slot (Commander). +1 Housing. +1 Production; +25% of Units Production Cost Turns into Science when the Unit is completed.

o Apadana Wonder
- +2 Envoy each time you build a wonder including this one in this city. Awards two Great Work slots.

o Mausoleum at Halicarnassus
- All Great Admirals can use their retirement bonus twice. All Great Engineers have +1 Charge. Awards a free Great Admiral.

o ‘Conquests of Alexander’ Scenario
- In this timed single-player scenario, you must rush to expand your empire to truly earn the title of "Alexander the Great." This scenario emphasizes combat, territorial expansion, and calculated use of the Great Generals who will fight by your side. To win, conquer every city on the map within a number of turns determined by your difficulty level. Don’t lose your Great General Alexander the Great, or you will lose immediately!

Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
Michelle-Louise Janion
I tend to favour the puzzle, RPG, action-adventure and strategy genres. My particular favourites over the years have been Final Fantasy IX, Metal Gear Solid, Civilisation V and The Last of Us. I'm also a sucker for a series: Darksiders, Assassin's Creed, Tomb Raider etc. I am a bit of a lone gamer as I tend to steer clear of PvP, and only play multiplayer with close friends.