*This page last updated: 24 May, 2020 10:47 PST. (Log of recent changes)

Sid Meier's CIVILIZATION VI: Rise and Fall

On November 28, 2017 2K announced a new expansion for Civilization VI titled Civilization VI: Rise and Fall. It was released on February 8, 2018. The lead designer on the expansion is Anton Strenger, who was the Lead Systems & Gameplay Designer on Civilization: Beyond Earth and Senior Gameplay Designer on Civilization VI. The senior producer is Andrew Frederiksen, who was a Lead Producer for Beyond Earth.

Features

Great Ages

There are now global Game Eras, in addition to the existing civilization-specific technological eras that are determined by scientific and cultural progress. At the dawn of each new Era, each civilization is evaluated on how well it performed during the previous era, according to that civilization's Era Score, which is increased by fulfilling certain objectives and Historic Moments. Based on this score, the civilization will qualify for a Normal Age, a Golden Age, a Dark Age, or a Heroic Age.

At the beginning of each new Game Era, each civilization may choose one of four Dedication bonuses for that era.

In addition to the civilization specific technological eras, there are now global Game Eras. At the dawn of each new Era, each civilization is evaluated on how well it did in the previous one and can qualify for a Golden Age, a Dark Age, or neither, determined by the civilization's Era Score in the previous era, which is increased by fulfilling certain objectives. The bonuses available in Golden Ages are more advantageous, but the bonuses available in Dark Ages help to improve your Era Score for the next era. Dark Ages also unlock the use of special Dark Age policies and opens the door for an even more powerful Heroic Age (which can only be achieved following a Dark Age and which provides three Dedication bonuses instead of one). There are about a dozen Dedications total, each with different effects for Normal, Golden and Dark Ages.

Having a Golden Age provides bonuses to Loyalty (x1.5) and other game systems, but makes earning future Golden Ages slightly more difficult. Having a Dark Age hurts Loyalty in your cities (x0.5) and makes you vulnerable, but gives you an opportunity to earn a future Golden Age more easily.

Known Dedication bonuses (Dark Age bonuses are the same as Normal Age; Heroic Age bonuses are the same as Golden Age):

Free Inquiry (Normal Age): Gain +1 Era Score each time you trigger a Eureka. +1 Era Score for constructing a building that provides Science as a base yield. (Golden Age): Eurekas provide an additional 10% of technology costs. Commerical Hub and Harbor district's Gold adjacency bonus provides Science as well.

(Normal Age): Gain +1 Era Score each time you trigger a Eureka. +1 Era Score for constructing a building that provides Science as a base yield. Monumentality (Normal Age): Gain +1 Era Score each time you construct a new specialty District. Golden Age): +2 Movement for all Builders. May purchase civilian units with Faith. Builders and Settlers are 30% cheaper to purchase with Faith and Gold.

(Normal Age): Gain +1 Era Score each time you construct a new specialty District. Exodus of the Evangelists (Normal Age): Gain +2 Era Score each time you convert a city to your founded Religion for the first time. (Golden Age): +2 Movement for all Missionaries, Apostles, and Inquisitors. Additionally, newly trained ones get +2 Charges. +4 Great Prophet points per turn.

(Normal Age): Gain +2 Era Score each time you convert a city to your founded Religion for the first time. Hic Sunt Dracones (Normal Age): Gain +3 Era Score each time you discover a new continent or natural wonder. Gain +1 Era Score each time you kill a non-barbarian naval unit in combat. (Golden Age): +3 starting Population for cities settled on a different continent than your first city. +2 Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original Capital's continent.

(Normal Age): Gain +3 Era Score each time you discover a new continent or natural wonder. Gain +1 Era Score each time you kill a non-barbarian naval unit in combat. Reform the Coinage (Normal Age): Gain +1 Era Score each time you successfully complete a Trade Route. (Golden Age): Your Traders cannot be plundered. International Trade Routes provide +3 Gold per specialty district in the foreign city.

(Normal Age): Gain +1 Era Score each time you successfully complete a Trade Route. Pen, Brush and Voice (Golden Age): Inspirations provide an additional 10% of civic costs. Each city receives +1 Culture for each specialty district.

(Golden Age): Inspirations provide an additional 10% of civic costs. Each city receives +1 Culture for each specialty district. Heartbeat of Steam (Normal Age): Gain +1 Era Score for each Industrial or later building constructed.

(Normal Age): Gain +1 Era Score for each Industrial or later building constructed. To Arms! (Normal Age): Gain +1 Era Score each time you kill a non-Barbarian Corps in combat and +2 Era Score each time you kill a non-Barabarian Army in combat. (Golden Age): Unlock a special Casus Belli which, after Denouncing the target, gives 75% less warmonger penalties than formal war. +15% Production towards military units.

(Normal Age): Gain +1 Era Score each time you kill a non-Barbarian Corps in combat and +2 Era Score each time you kill a non-Barabarian Army in combat. Wish you Were Here (Normal Age): Gain +1 Era Score each Artifact extracted. (Golden Age): Cities with Governors receive +50% Tourism from World Wonders. +100% Tourism to all National Parks.

(Normal Age): Gain +1 Era Score each Artifact extracted. Sky and Stars (Normal Age): Gain +1 Era Score for each Aerodrome building constructed. Gain +1 Era Score each time a Great Person is earned. (Golden Age): Unlocks the Eurekas for Advanced Flight, Nuclear Fission, and Rocketry if in the Atomic Era. If in the Information Era the Eurekas for Satellites, Robotics, Nuclear Fusion, and Nanotechnology are unlocked. +100% XP earned for all Air Units.

(Normal Age): Gain +1 Era Score for each Aerodrome building constructed. Gain +1 Era Score each time a Great Person is earned. Bodyguard of Lies (Normal Age): Gain +1 Era Score for each offensive Spy operation. (Golden Age): Takes no time [for Spies] to establish presence in an enemy city. Time to complete all offensive missions reduced by 25%.

(Normal Age): Gain +1 Era Score for each offensive Spy operation.

City Loyalty

Each city now has a Loyalty rating, which can rise and fall due to a number of factors. Amenities boost Loyalty. Cities with low Loyalty have reduced output and can be at risk of rebelling and becoming a Free City. Free Cities can be annexed by neighboring civilizations. Cities with high Loyalty can apply pressure to foreign cities.

Golden Ages and Dark Ages are a kind of loyalty bomb. In the best-case scenarios, triggering a Golden Age makes all of your citizens a little bit more loyal. Also, other cities nearby see the appeal of that civilization and may waver in their Loyalty to their current owner. The quickest and most direct way to boost Loyalty is to send a Governor to the city.

Rising and falling Loyalty is shown as an icon on the left of the city bar.

To improve Loyalty in a city, you can:

Establish a Governor in the city for +8 loyalty

Maximize your cities and Citizens within 9 tiles, and minimize foreign cities and Citizens within 9 tiles

Have a nearby city with an Entertainment Complex produce the Bread and Circuses project

Form a Cultural Alliance with a neighbor to prevent their Citizens from having a negative effect

Use Social Policy cards that boost Loyalty (Limitanei, etc.)

Earn a Golden Age (+50% Loyalty from citizens), and avoid Dark Ages (-50% Loyalty from citizens)

Governors

During a game, players can unlock up to seven Governors by spending Governor Titles, which are earned through researching Civics and constructing the Government Plaza and its buildings. Titles can also be spent to unlock up to five additional abilities for each Governor, which are in a tree unique to that governor. Governors can be assigned to a city, and will provide a Loyalty increase as well as bonuses according to their unlocked abilities. Though normally Governors can only work in your own cities, Amani can be assigned to city-states, affecting the Envoys you have there.

All governors improve the Loyalty of the city to which they are assigned by +8 per turn, and it takes 5 turns to reassign a governor before his or her bonuses kick in (Victor the Castellan needs only 3 turns to establish himself in a city).

Magnus the Steward - "Enterprising and capable, Magnus is able to procure valuable resources when needed. He is also quite skilled in optimizing the overall Production in the city." Groundbreaker : +100% yields from plot harvests and feature removals in the city. Surplus Logistics : +20% Growth in the city. Your Trade Routes ending here provide +2 Food to the starting city. Provision : +20% Production toward Industrial Zone buildings in the city. Settlers trained in the city do not consume a Population. Industrialist : +1 Production per turn from each Strategic resource in the city. Black Marketeer : Strategic resources are not required in the city to build resource dependent units. Vertical Integration : This city receives Production from any number of nearby Industrial Zones, not just the first.

- "Enterprising and capable, Magnus is able to procure valuable resources when needed. He is also quite skilled in optimizing the overall Production in the city." Liang the Surveyor - "An expert in efficiency, Liang is skilled in all things related to building and construction. An expert planner, she can also supervise the development of custom improvements in the city." Guildmaster : All Builders trained in the city get +1 build charge. Infrastructure : +30% Production towards City Center and Government Plaza buildings. Aquaculture : The Fishery unique improvement can be built in the city on coastal plots. Yields 1 Food, +1 Food if adjacent to a sea resource. Zoning Commissioner : +30% Production towards constructing Districts in the city. Amusement : +30% Production towards Entertainment Complex and Water Park buildings in the city. Parks and Recreation : The City Park unique improvement can be built in the city. Yields 2 Appeal and 1 Culture. +1 Amenity if adjacent to (lake or ocean).

- "An expert in efficiency, Liang is skilled in all things related to building and construction. An expert planner, she can also supervise the development of custom improvements in the city." Pingala the Educator - "Pingala is focused on the cultivation of Scientific and Cultural endeavors in the city. He is also quite skilled in the attraction of Great People to his city." Librarian : 20% increase in Science and Culture generated by the city. Connoisseur : +20% Production towards Theater Square buildings in the city. Researcher : +20% Production towards Campus buildings in the city. Grants : Great People points generated per turn in the city are doubled. Arms Race Proponent : 30% Production increase to all nuclear armament projects in the city. Space Initiative : 30% Production increase to all space-program projects in the city.

- "Pingala is focused on the cultivation of Scientific and Cultural endeavors in the city. He is also quite skilled in the attraction of Great People to his city." Amani the Diplomat - "Skilled in gaining support for your civilization, and spreading its influence to nearby cities. Amani is the only governor that can be given foreign assignment in a city-state." Messenger : Can be assigned to a city-state, where she acts and 2 Envoys. Emissary : Foreign cities within 9 tiles gain +2 Loyalty per turn towards your civilization. Prestige : Your other cities within 9 tiles gain +2 Loyalty per turn towards your civilization. Affluence : While established in a city-state, provides a copy of its Luxury resources to you. Promoter : +4 Amenities in the city. Puppeteer : While established in a city-state, doubles the number of Envoys you have there.

- "Skilled in gaining support for your civilization, and spreading its influence to nearby cities. Amani is the only governor that can be given foreign assignment in a city-state." Victor the Castellan - "Military focused, once established in a city, Victor is instrumental in strengthening, preserving, and defending it from foreign threats." Redoubt : Increases city garrison Combat Strength by +5. Garrison Commander : Units defending within the city's territory get +5 Combat Strength. Defense Logistics : City cannot be put under siege. Security Expert : Enemy Spies operate at 2 levels below normal in this city. Embrasure : City gains an additional Ranged Strike per turn. Air Defense Initiative : +25 Combat Strength to anti-air support units within the city's territory when defensing against aircraft and ICBMs.

- "Military focused, once established in a city, Victor is instrumental in strengthening, preserving, and defending it from foreign threats." Moksha the Cardinal - "Spiritual and Religious leader that can increase the Religious Strength of a city, and the Religious units stationed there. Moksha is a beacon of Faith in your empire." Bishop : Religious pressure to adjacent cities is 100% stronger in this city. Grand Inquisitor : +10 Religious Strength in theological combat in tiles of this city. Divine Architect : +20% Production toward Holy Site buildings in the city. Laying on Hands : Governor's religious units heal fully in one turn in tiles of this city. Citadel of God : City ignores pressure and combat effects from Religions not founded by the Governor's player. Patron Saint : Apostles trained in the city receive one extra promotion.

- "Spiritual and Religious leader that can increase the Religious Strength of a city, and the Religious units stationed there. Moksha is a beacon of Faith in your empire." Reyna the Financier - "Shrewd and fiscally knowledgeable, Reyna is able to strengthen the economic power of acity, using finances to provide more than is normally possible." Land Acquisition : Acquire new tiles in city faster. Harbormaster : Double adjacency bonuses from Commercial Hubs and Harbors in the city. Foreign Exchange : +3 Gold per turn from each foreign Trade Route passing through the city. Tax Collector : +2 Gold per turn for each Citizen in the city. Contractor : Allows city to purchase districts with Gold. Curator : Doubles Tourism from all Great Works in the city.

- "Shrewd and fiscally knowledgeable, Reyna is able to strengthen the economic power of acity, using finances to provide more than is normally possible."

Improved Alliances

Alliances now have a type – Research, Military, Economic, Cultural, or Religious – that determines their benefits. As the alliance continues over time, the Alliance itself levels up (by accruing Alliance Points) and unlocks more powerful bonuses (there are 3 levels for each). Each alliance type is unique; if you have a Cultural Alliance with one civilization, you cannot have any others simultaneously. All Alliances include Open Borders and Defensive Pacts.

Gilgamesh gains some special abilities regarding the new alliance system.

It looks like these numbers are changing frequently between preview builds, so consider them with skepticism.

Research Alliance Level 1: +2 Science from Trade Routes to your ally

+1 Science from Trade Routes from your ally Level 2: Every 20 turns (on Standard), you unlock a Eureka for a tech that you and your ally have not researched Level 3: You gain +10% of your ally's Science when you or your ally are researching a tech that the other has completed, or are researching the same tech

Cultural Alliance Level 1: Your ally's cities do not exert Loyalty pressure on yours, and vice versa Level 2: +2 Culture from Trade Routes to your ally

+1 Culture from Trade Routes from your ally

Each of your Districts grant an additional Great Person point per turn if you have a Trade Route from that city to your ally Level 3: You gain +20% of your ally's Tourism from Cities

You gain +10% of your ally's Culture from Cities

Economic Alliance Level 1: +4 Gold from Trade Routes to your ally

+2 Gold from Trade Routes from your ally Level 2: Bonus Envoy Points for every City State that is Tributary to your ally Level 3: Share Suzerain unique bonuses when your ally

Military Alliance (shared vision, defensive pact) Level 1: +5 Combat Strength against units of players at war with you and your ally Level 2: +15 Production toward military units when you or your ally are at war Level 3: Units start with a free Promotion

Religious Alliance Level 1: +2 Faith from Trade Routes to your ally

+1 Faith from Trade Routes from your ally Level 2: +10 Religious Combat Strength against non-ally Religions Level 3: +1 Faith for each of your Citizens following your ally's religion

Bonus Religious Pressure in cities with no followers of your ally's Religion



Emergencies

Emergencies are triggers that provoke diplomatic action from civilizations. This can include the first use of nuclear weapons, or the capture or conversion of a holy city, or the capture of a city-state. This appears to be mainly a mechanism by which other civilizations gang up on one civilization (namely, the player) that is ahead of the others in some key capacity.

When an Emergency arises, those civilization not allied with the offending nation are given the option to join in a coalition against the offender. Participating civilizations receive a goal to accomplish and a time limit, with rewards for success and penalties for failure.

There are five different types of emergencies:

Religious Emergency : A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each Member receives a Relic. The Target wins if the members were unable to keep it converted away from the new Religion for the appropriate numbers of turns before the end of the Emergency. There will then be a surge of pressure for the new Religion. Reward: gain a Relic Failure: target's religion gains increased pressure

: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each Member receives a Relic. The Target wins if the members were unable to keep it converted away from the new Religion for the appropriate numbers of turns before the end of the Emergency. There will then be a surge of pressure for the new Religion. City-State Emergency : A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to war with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive Gold per turn for each of their Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus Gold per turn for each of his Trade Routes there. Reward: Gold and increased Trade Route income Failure: target gains Gold and increased Trade Route income

: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to war with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive Gold per turn for each of their Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus Gold per turn for each of his Trade Routes there. Nuclear Emergency : A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to movement in the Target's territory, and have Peace, Open Borders and Shared Visibility with each other. All Members will go to war with the Target and the Target's Combat Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in Combat Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty. Reward: Permanent combat strength bonus against the target Failure: Reduced Loyalty in all cities

: A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to movement in the Target's territory, and have Peace, Open Borders and Shared Visibility with each other. All Members will go to war with the Target and the Target's Combat Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in Combat Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty. Betrayal Emergency : A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to war with the Target and the Target's combat strength is reduced when fighting them. Trade Routes between the Members and the Targets are cancelled and Trade Routes between Members provide Production as well. If the Members win, then the Target's military units suffer a permanent penalty in Combat Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members. Reward: Permanent combat strength bonus against the target Failure: Target gains War Weariness reduction against the members

: A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to war with the Target and the Target's combat strength is reduced when fighting them. Trade Routes between the Members and the Targets are cancelled and Trade Routes between Members provide Production as well. If the Members win, then the Target's military units suffer a permanent penalty in Combat Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members. Military Emergency : A civilization that is leading in some victory type has just conquered another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to movement within the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members go to War with the Target and the Target's Combat Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the Strength of their city ranged attack. Reward: +5 healing in the target's territory, split a pool of 4,000 Gold Failure: target gains +2 Combat Strength when attacking a member unit with a City Strike.

: A civilization that is leading in some victory type has just conquered another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to movement within the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members go to War with the Target and the Target's Combat Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the Strength of their city ranged attack.

Historic Moments

Historic Moments are "mini-achievements" which the players earn during the game. They include things like circumnavigating the world, training your unique unit, founding a religion, and building districts with high adjacency bonuses. Historic moments increase your Era Score (helping to earn a Golden Age), and are added to the new Timeline display, which shows a history of your accomplishments in-game.

For a list of Historic Moments and the Era Score provided by each, click on the image below:

New Civilizations

Rise and Fall adds 8 new civilizations plus a new alternate leader option for India.

Special Abilities

Nihithaw (Cree): +1 Trade Route capacity and a free Trader with the Pottery technology. Unclaimed tiles within 3 tiles of a Cree city come under Cree control when a Trader first moves into them.

(Cree): +1 Trade Route capacity and a free Trader with the Pottery technology. Unclaimed tiles within 3 tiles of a Cree city come under Cree control when a Trader first moves into them. Strength in Unity (Georgia): When making a Dedication at the beginning of a Golden Age, receive its Normal Age bonus towards improving Era Score, in addition to its Golden Age bonus.

(Georgia): When making a Dedication at the beginning of a Golden Age, receive its Normal Age bonus towards improving Era Score, in addition to its Golden Age bonus. Dharma (India): Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower.

(India): Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower. Three Kingdoms (Korea): Mines yield +1 Science and Farms yield +1 Food if built adjacent to a Seowon.

(Korea): Mines yield +1 Science and Farms yield +1 Food if built adjacent to a Seowon. Toqui (Mapuche): All units trained in cities with an established Governor gain 25% more experience in combat. +10 Combat Strengthj bonus against civilizations that are in a Golden Age.

(Mapuche): All units trained in cities with an established Governor gain 25% more experience in combat. +10 Combat Strengthj bonus against civilizations that are in a Golden Age. 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.

(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. Grote Rivieren (Netherlands): Major adjacency bonus for Campuses, Theater Squares and Industrial Zones if next to a river. Culture Bomb adjacent tiles when completing a Harbor.

(Netherlands): Major adjacency bonus for Campuses, Theater Squares and Industrial Zones if next to a river. Culture Bomb adjacent tiles when completing a Harbor. Scottish Enlightenment (Scotland): Happy cities receive an additional +5% Science and +5% Production. Happy cities generate +1 Great Scientist point per Campus and +1 Great Engineer point per Industrial Zone. Ecstatic cities double all these amounts.

(Scotland): Happy cities receive an additional +5% Science and +5% Production. Happy cities generate +1 Great Scientist point per Campus and +1 Great Engineer point per Industrial Zone. Ecstatic cities double all these amounts. Isibongo (Zulu): Cities with a garrisoned unit get +3 Loyalty per turn, or +5 if it is a Corps or Army. Conquering a city with a unit will upgrade it into a Corps or Army, if the proper Civics are unlocked.

Leader Bonuses

Favorable Terms (Poundmaker): All Alliance types provide Shared Visibility. Trade Routes grant Poundmaker +1 Food in the sending city per Camp or Pasture in the receiving city, and +1 Gold in the receiving city per Camp or Pasture in the receiving city.

(Poundmaker): All Alliance types provide Shared Visibility. Trade Routes grant Poundmaker +1 Food in the sending city per Camp or Pasture in the receiving city, and +1 Gold in the receiving city per Camp or Pasture in the receiving city. Glory of the World, Kingdom and Faith (Tamar): +100% Faith for 10 turns after declaring a Protectorate War. Each Envoy you send to a city-state of your majority Religion counts as two Envoys. (Must have a majority religion).

(Tamar): +100% Faith for 10 turns after declaring a Protectorate War. Each Envoy you send to a city-state of your majority Religion counts as two Envoys. (Must have a majority religion). Arthashastra (Chandragupta Maurya): Can declare a War of Territorial Expansion after gaining the Military Training Civic. +2 Movement and +5 Combat Strength for the first 10 turns after declaring a War of Territorial Expansion.

(Chandragupta Maurya): Can declare a War of Territorial Expansion after gaining the Military Training Civic. +2 Movement and +5 Combat Strength for the first 10 turns after declaring a War of Territorial Expansion. Hwarang (Seondeok): +5% Culture and +5% Science in all cities with an established Governor.

(Seondeok): +5% Culture and +5% Science in all cities with an established Governor. Swift Hawk (Lautaro): If a Maphuche unit defeats an enemy unit within the borders of the enemy city, that city loses 20 Loyalty.

(Lautaro): If a Maphuche unit defeats an enemy unit within the borders of the enemy city, that city loses 20 Loyalty. Mongol Horde (Genghis Khan): All cavalry class units gain +3 to combat strength and a chance to capture defeated cavalry class units.

(Genghis Khan): All cavalry class units gain +3 to combat strength and a chance to capture defeated cavalry class units. Radio Oranje (Wilhelmina): Your Trade Routes to your own cities provide +1 Identity per turn [strengthen loyalty] for the starting city. Trade Routes to foreign cities or from foreign cities provide +1 Culture to you.

(Wilhelmina): Your Trade Routes to your own cities provide +1 Identity per turn [strengthen loyalty] for the starting city. Trade Routes to foreign cities or from foreign cities provide +1 Culture to you. Bannockburn (Robert the Bruce): Can declare a War of Liberation after gaining the Defensive Tactics Civic. +100% Production and +2 Movement for the first 10 turns after declaring a War of Liberation.

(Robert the Bruce): Can declare a War of Liberation after gaining the Defensive Tactics Civic. +100% Production and +2 Movement for the first 10 turns after declaring a War of Liberation. Amabutho (Shaka): May form Corps (Mercenaries Civic) and Armies (Nationalism Civic) earlier. An additional +5 Base Combat Strength to both Corps and Armies.

Historical Agendas

Iron Confederacy (Poundmaker): Tries to form multiple alliances and respects those who do likewise.

(Poundmaker): Tries to form multiple alliances and respects those who do likewise. Narikala Fortress (Tamar): Likes to build walls, and respects those who do the same.

(Tamar): Likes to build walls, and respects those who do the same. Maurya Empire (Chandragupta Maurya): Tries to conquer neighboring civilizations, and likes civilizations that are not his neighbors (yet).

(Chandragupta Maurya): Tries to conquer neighboring civilizations, and likes civilizations that are not his neighbors (yet). Cheomseongdae (Seondeok): Likes civilizations that have strong science; dislikes those that do not.

(Seondeok): Likes civilizations that have strong science; dislikes those that do not. Spirit of Tucapel (Lautaro): Tries to create and maintain a high degree of cultural loyalty. Dislikes civilizations that fail to maintain the loyalty of their people, likes those who do.

(Lautaro): Tries to create and maintain a high degree of cultural loyalty. Dislikes civilizations that fail to maintain the loyalty of their people, likes those who do. Horse Lord (Genghis Khan): Dislikes civilizations that build a lot of cavalry, likes civilizations that do not.

(Genghis Khan): Dislikes civilizations that build a lot of cavalry, likes civilizations that do not. Billionaire (Wilhelmina): Likes civilizations that send her trade routes, dislikes civilizations that do not.

(Wilhelmina): Likes civilizations that send her trade routes, dislikes civilizations that do not. Flower of Scotland (Robert the Bruce): Will not attack neighbors unless they break a promise to him. Likes those who do not war with neighbors, dislikes those who do.

(Robert the Bruce): Will not attack neighbors unless they break a promise to him. Likes those who do not war with neighbors, dislikes those who do. Horns, Chest, Loins (Shaka): Fancies corps and armies, and those that utilize them.

New City-States

Babylon replaces Seoul, and Antioch replaces Amsterdam.

City-State Icon Type Unique Suzerain Bonus Antioch Commercial Your Trade Routes to foreign cities earn +1 Gold for each Luxury resource at the destination. Babylon Scientific +2 Science from each Great Work of Writing. +1 Science from each Relic and Artifact.

New Units

There are 4 new generic units in the expansion, and 8 more civilization unique units.

Unit Class Era Requires Move Melee

Str. Rngd

Str. Range AA

Str. Cost* Mnt. Req.

Resource Notes Okihtcitaw Recon Ancient - 3 20 - - - 40 ? - Cree UU; free promotion Khevsureti Melee Classical Military Tactics 2 40 - - - ? ? - Georgia UU; Hills bonus Keshig Ranged Medieval Stirrups 5 30 40 2 - 180 3 - Mongol UU; fast escort Malón Raider Light Cavalry Renaissance ? 5 55 - - - 250 4 - Mapuche UU; fast pillage Impi Anti-Cavalry Medieval ? 3 41 - - - 125 1 - Zulu UU Pike and Shot Anti-Cavalry Renaissance Metal Casting 2 55 - - - 250 4 - Pikeman upgrade Hwacha Ranged Renaissance Gunpowder 2 30 50 2 - 160 3 - Korean UU; can move and shoot De Zeven Provinciën Naval Ranged Renaissance Square Rigging 6 50 60 2 - 280 5 - Netherlands UU; bonus vs districts Highlander Recon Industrial Rifling 3 50 65 1 - 380 5 - Scottish UU; +5 in Hills and Woods Supply Convoy Support Modern Combustion 4 - - - - 450 2 - Medic upgrade Spec Ops Recon Atomic Plastics 3 60 65 2 - 520 7 - Ranger upgrade Drone Support Atomic Computers 3 - - - - 420 3 - Observation Balloon upgrade

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

Okihtcitaw

Movement: 3; Combat Strength: 20

"Cree unique Ancient era unit that replaces the Scout. Strong reconnaissance unit. Starts with 1 free promotion."

Notes: Unique unit for the Cree; replaces Scout. Starts with a promotion. It has double the combat strength of a normal Scout (the same strength as a Warrior).

Khevsureti

Movement: 2; Combat Strength: 40

Requires: Military Tactics

Notes: Unique unit for Georgia. +7 Combat Strength bonus in Hill terrain, ignores Hill movement penalties. It does not replace any unit, but is available in addition to Swordsmen and Pikemen.

Keshig

Base Cost: 180 Production; Maintenance: 3 Gold

Movement: 5; Combat Strength: 30; Ranged Combat Strength: 40; Range: 2

Requires: Stirrups

"Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilians and support units at their higher Movement speed."

Notes: It is unlocked with Stirrups technology, but it does not replace any existing units.

Impi

Movement: 3; Combat Strength: 41; Base Cost: 125 Production; Maintenance: 1 Gold

"Zulu unique Medieval Era unit that replaces the Pikeman. Increased Flanking bonus, low cost and low maintenance. Earns XP faster."

Notes: In addition to the above, they also have a movement of 3 (compared with 2 for the basic Pikeman). The low cost and maintenance together with the Zulu unique abilities that allow for early free and cheaper Corps and Armies should allow the Impis to terrorize the countryside.

Malón Raider

Movement: 5; Combat Strength: 55

Notes: Unique unit for Mapuche. Receives combat bonuses when close to friendly territory, and requires fewer movement points to pillage.

Pike and Shot

Movement: 2; Combat Strength: 55; Base Cost: 250 Production; Maintenance Cost: 4 Gold

Requires: Metal Casting

"Late Renaissance era anti-cavalry unit."

Notes: Pike and Shot is a new anti-cavalry unit to fill the gap between Pikeman and Anti-Tank.

Hwacha

Movement: 2; Combat Strength: 30; Ranged Strength: 50; Range: 2

Requires: Gunpowder

Notes: Korean unique ranged unit; replaces Field Cannon (but is available earlier). Cannot move and fire in the same turn.

Highlander

Movement: 3; Combat Strength: 50; Ranged Strength: 65; Range: 1

Notes: Unique unit for Scotland; replaces Ranger. +5 Combat Strength in Hills and Woods.

De Zeven Provinciën

Movement: 4; Combat Strength: 50; Ranged Strength: 60; Range: 2

Requires: Square Rigging

Notes: Unique unit for the Netherlands; replaces the Frigate. It has increased ranged and melee combat strength, but has a penalty against other ships (-17), and a bonus against defensible districts (+7).

Spec Ops

Movement: 3; Combat Strength: 60; Ranged Strength: 65; Range: 2

Requires: Plastics

"Atomic Era reconnaissance unit. Paradrop ability allows movement from friendly tile to location 7 tiles away (12 if starting from Aerodrome or Airstrip). Can attack support units directly without having to eliminate the combat unit first."

Notes: a “Navy SEAL-inspired” ranged unit that caps off the Scout line, and has the ability to paradrop. Also has the "Priority Target" ability, which allows it to target an enemy Support unit even if it is stacked with a military unit.

Drone

Move: 3

"Atomic era support unit. Adds +1 Range and +5 Bombard Strength to adjacent siege-class units."

"The Drone is a new Atomic Era support unit that upgrades from the Observation Balloon, gaining +1 movement. It grants additional range to adjacent bombard units."

Supply Convoy

Move: 4

"Modern era support unit. Increases healing for adjacent units. Give 1 bonus Movement if move is started adjacent to the Convoy."

Notes: a Medic upgrade that increases the movement speed of stacked units in addition to healing.

New Districts and Buildings

Rise and Fall adds 2 new districts and 14 new buildings. There are some changes to existing buildings: the Commercial Hub now requires a Market to earn the extra Trade Route, and the Harbor similarly requires a Lighthouse to earn the extra Trade Route.

Government Plaza

Requires: State Workforce civic

Base Cost: 30 Production; Maintenance: 1 Gold

"A district placed once in your empire to commemorate your government choices. Provides +8 Loyalty per turn to this city, and an increase of +1 to the adjacency bonuses being earned by any adjacent district. Awards +1 Governor Title."

Notes: Based on your current government type, you will be able to build a number of new buildings in your government district, each of which unlocks policy cards. You can only have one Government Plaza per civilization.

Audience Chamber (Tier 1 Government Building)

Base Cost: 150 Production; Maintenance: 1 Gold

Requires: Government Plaza. Can't share the same district with another Tier 1 Government Building.

+1 Amenity and +4 Housing in Cities with Governors. -2 Loyalty in cities without Governors.

Awards +1 Governor Title. Unlocks the Legacy Policy Card for the current Tier 1 government type.

Warlord's Throne (Tier 1 Government Building)

Base Cost: 150 Production; Maintenance: 1 Gold

Requires: Government Plaza. Can't share the same district with another Tier 1 Government Building.

Capturing an enemy city grants 20% bonus Production in all cities for 5 turns.

Awards +1 Governor Title. Unlocks the Legacy Policy Card for the current Tier 1 government type.

Ancestral Hall (Tier 1 Government Building)

Base Cost: 150 Production; Maintenance: 1 Gold

Requires: Government Plaza. Can't share the same district with another Tier 1 Government Building.

50% increased Production towards Settlers. New cities receive a free Builder.

Awards +1 Governor Title. Unlocks the Legacy Policy Card for the current Tier 1 government type.

Foreign Ministry (Tier 2 Government Building)

Base Cost: 290 Production; Maintenance: 1 Gold

Requires: Government Plaza, Tier 1 Government Building. Can't share the same district with another Tier 2 Government Building.

Leveraging City States costs half Gold. Leveraged Units gain +4 Combat Strength.

Awards +1 Governor Title. Unlocks the Legacy Policy Card for the current Tier 2 government type.

Notes: I presume by "Leveraged" they mean "Levied".

Intelligence Agency (Tier 2 Government Building)

Base Cost: 290 Production; Maintenance: 1 Gold

Requires: Government Plaza, Tier 1 Government Building. Can't share the same district with another Tier 2 Government Building.

+1 Spy and Spy capacity. All Spy operations have a higher chance of success.

Awards +1 Governor Title. Unlocks the Legacy Policy Card for the current Tier 2 government type.

Grand Master's Chapel (Tier 2 Government Building)

Base Cost: 290 Production; Maintenance: 1 Gold

Requires: Government Plaza, Tier 1 Government Building. Can't share the same district with another Tier 2 Government Building.

Grants the ability to buy land units with Faith. Pillaging Improvements and Districts provides bonus Faith.

Awards +1 Governor Title. Unlocks the Legacy Policy Card for the current Tier 2 government type.

War Department (Tier 3 Government Building)

Base Cost: 580 Production; Maintenance: 3 Gold

Requires: Government Plaza, Tier 2 Government Building. Can't share the same district with another Tier 3 Government Building.

All units when they eliminate a unit, they heal up to 20 hit points.

Awards +1 Governor Title.

National History Museum (Tier 3 Government Building)

Base Cost: 580 Production; Maintenance: 3 Gold

Requires: Government Plaza, Tier 2 Government Building. Can't share the same district with another Tier 3 Government Building.

Provides 4 slots for any Great Work.

Awards +1 Governor Title.

Royal Society (Tier 3 Government Building)

Base Cost: 580 Production; Maintenance: 3 Gold

Requires: Government Plaza, Tier 2 Government Building. Can't share the same district with another Tier 3 Government Building.

Builders gain the ability to use all of their charges to provide bonus Production to a District Project.

Awards +1 Governor Title.

Water Park

Base Cost: 160 Production; Maintenance: 1 Gold

Requires: Natural History

Yield: +1 Amenity from entertainment

Buildings: Ferris Wheel, Aquarium, Aquatics Center

"A district placed out on a coastal tile dedicated to keeping your people happy by increasing Amenities. Cannot be built in a city with an Entertainment Complex. Cannot be built on Reef."

Notes: This is a new, alternate entertainment district that can be build on coastal tiles. It is mutually exclusive with a normal entertainment district, but the amenities bonuses do stack with nearby entertainment districts (the Water Park effect radius is 9 tiles, more than the 6 for land-based entertainment districts).

Ferris Wheel

Base Cost: 290 Production; Maintenance: 1 Gold

Requires: Water Park

Yield: +2 Tourism, +1 Amenity from Entertainment

Aquarium

Base Cost: 445 Production; Maintenance: 2 Gold

Requires: Ferris Wheel

Yield: +1 Amenity from entertainment

Bonus Amenity extends to each city center within 9 tiles. This bonus applies once to a city, and multiple copies of this building within 9 tiles of a city center do not provide additional bonuses. +1 Science to each coastal resource, Shipwreck and Reef tile in this city.

Aquatics Center

Base Cost: 660 Production; Maintenance: 3 Gold

Requires: Professional Sports civic, Aquarium, Water Park

Yield: +2 Amenities from entertainment

"Bonus Amenity extends to each city center within 9 tiles. This bonus applies once to a city, and multiple copies of this building within 9 tiles do not provide additional bonuses. +2 Tourism for each Wonder built in this city or on adjacent to a Coast tile."

Neighborhood

There are two new buildings which can be built in Neighborhood districts.

Food Market

Requires: Replaceable Parts, Neighborhood

Base Cost: 465 Production; Maintenance: 1 Gold

Yield: +3 Food

Notes: Can only be built once in a city, even if the city has multiple Neighborhoods. Cannot be built in the same district with a Shopping Mall.

Shopping Mall

Base Cost: 580 Production

Requires: Capitalism, Neighborhood

Yield: +1 Amenity from entertainment

Notes: +4 Tourism. Can only be built once in a city, even if the city has multiple Neighborhoods. Cannot be built in the same district with a Food Market.

Seowon

Base Cost: 27; Maintenance: 1 Gold

Yield: +6 Science. Must be built on Hills. +1 Great Scientist point per turn, -1 Science from each adjacent district tile, +1 Science from each Government Plaza tile. Citizen Yields: +2 Science

Notes: Unique district for Korea; replaces Campus. Starts with a fixed Science bonus, which is reduced for each adjacent district.

Ordu

Base Cost: 120 Production; Maintenance: 1 Gold

Requires: Encampment

Yield: +1 Production, +1 Housing, +1 Citizen slot, +1 Great General point per turn

"A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry class units trained in this city. May not be built in an Encampment district that already has a Barracks."

Notes: Mongol unique building; replaces Stable. Grants a +1 movement bonus to cavalry units built here.

Tsikhe

Notes: Georgian unique building: replaces Renaissance Walls. Lower production cost to build, and provides +3 Faith.

Ikanda

Base Cost: 27 Production; Maintenance: 1 Gold

Requires: Bronze Working, Cannot be adjacent to the City Center

+1 Production

Citizen Yields (per citizen): +1 Culture, +1 Production

"A district unique to Zulu which replaces the Encampment. Provides +1 Housing. Once the Civic or Technology prerequisite is met, Corps and Armies can be built outright. Faster Corps and Army creation."

Copacabana

"A district unique to Brazil. Replaces the Water Park district, and provides +2 Amenities. Also unlocks the Carnival project, which grants an additional +1 Amenity when underway and a variety of Great People points once completed. Cannot be built in a city with a Street Carnival. Cannot be built on Reef."

New Wonders

Rise and Fall adds 8 new World Wonders.

Casa de Contratación

Base Cost: 920 Production

Requires: Cartography.

"The Casa de Contratación grants Governor Promotions, extra Production, Faith, and Gold to cities with a Governor, and Great Merchant Points per turn."

"Gain 3 Governor promotions. All your cities on your non-home continent with a Governor gain +15% Production, +15% Faith, and +15% Gold. Must be build adjacent to a Government Plaza.

+3 Great Merchant Point per turn."

Notes: This is a Spanish renaissance-era archival building located in Seville.

Kotoku-in

Base Cost: 710 Production

Requires: Divine Right civic, Temple (Holy Site), Must be adjacent to a Holy Site

Yield: +20% Faith in this city. Grants 4 Warrior Monks. Warrior Monks can only be received if the player has founded a religion or if there is a majority religion for this player or city.

Notes: A bronze giant Buddha (Daibutsu) at the Kōtoku-in temple in Japan.

St. Basil's Cathedral

Base Cost: 920 Production

Requires: Reformed Church. Must be adjacent to City Center.

+1 Relic slot

"Grants 100%+ religious tourism to the city it's built in, bonus Food, Production, and Culture on tundra tiles, and contains additional Relic Slots."

Statue of Liberty

Base Cost: 1240 Production

Requires: Civil Engineering

Grants 2 Settlers. All your cities within 6 tiles ar always 100% Loyal. Must be built on the Coast, adjacent to land and a Harbor district. Cannot be built on a lake.

Kilwa Kisiwani

Base Cost: 710 Production

Requires: Machinery

"Grants bonus envoys and boosts yields from City States of which you are the Suzerain." (Wonder video)

"+3 Envoys when built. When you are the Suzerain of a City-State this city receives a +15% boost to the yield provided by that City-State. If you are the Suzerain to 2 or more City-States of that type an additional +15% boost is given to all your cities. Must be built on a flat tile adjacent to the coast."

Notes: Kilwa was a medieval African city-state on the coast of Tanzania.

Temple of Artemis

Base Cost: 180 Production

Requires: Archery

Yield: +4 Food, +3 Housing

"Each Camp, Pasture and Plantation improvement within 4 tiles of this wonder provides +1 Amenity. Must be placed adjacent to a Camp improvement."

Taj Mahal

Base Cost: 920 Production

Requires: Humanism civic

"+1 Era Score form Historic Moment earned after this wonder is complete if that Moment is usually worth 2 or more Era Score. Must be built next to a River."

Notes: Grants bonus Era Score for every Historic Moment earned for the rest of the game.

Amundsen-Scott Research Station

Base Cost: 1620 Production

Requires: Cold War civic, Research Lab, must be adjacent to a Campus

Yield: +5 Great Scientist points per turn.

"+20% Science and 10% Production is all cities. If there are 5 Snow or Snow Hills tiles within 3 tiles of this city and owned by this player these yields are doubled. Must be built next to a Campus with a Research Lab on a Snow or Snow Hills tile."

Notes: +20% Science and +10% Production in all cities.

New Improvements

Rise and Fall adds 2 new generic tile improvements (which are both linked to Governors), and there are 4 additional civilization-specific improvements.

Fishery

Yields 1 Food, +1 Food if adjacent to a sea resource.

Notes: This is a special improvement unlocked by the governor Liang the Surveyor.

City Park

Yields 2 Appeal and 1 Culture. +1 Amenity if adjacent to water (lake or ocean).

Notes: This is a special improvement unlocked by the governor Liang the Surveyor.

Polder

Requires: Must be placed on a Coast or Lake tile adjacent to 3 or more flat land tiles.

Yield: +1 Food, +1 Production, +0.5 Housing

+4 Gold (requires Civil Engineering)

+1 Food from each adjacent Polder tile. Becomes obsolete with Replaceable Parts.

+2 Food from each adjacent Polder tile. Requires Replaceable Parts.

+1 Production from each adjacent Polder tile. Requires Replaceable Parts.

Increases movement cost of tile to 3.

Notes: Unique improvement for the Netherlands. Constructed in coastal water tiles with at least three adjacent land tiles, none of which can be hills. Adjacent polders provide additional food. The look of the polder changes as new bonuses are unlocked via technology.

Mekewap

Requires: Pottery

"Provides +1 Production and +1 Housing. +1 Gold if adjacent to a Luxury resource. For every 2 adjacent Bonus Resources +1 Food. Additional Production, Gold, Food, and Housing as you advance through the Civics and Technology Tree. Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Mekewap.

+1 Production

+1 Housing

+1 Production (requires Civil Service)

+1 Food from every 2 adjacent Bonus Resource tiles. Becomes obsolete with Conservation.

+1 Food from each adjacent Bonus Resource tile. Requires Conservation.

+2 Gold from each adjacent Luxury Resource tiles. Requires Cartography."

Notes: Unique improvement for the Cree. Provides Housing and Production as well as Gold when adjacent to a luxury resource, and Food when adjacent to a bonus resource.

Golf Course

Requires: Reformed Church civic

Notes: Unique improvement for Scotland. Provides Amenities and Gold, plus additional Culture if adjacent to a City Center or Entertainment District. You can only have one Golf Course per city.

Chemamull

Notes: Unique improvement for Mapuche. Provides Culture based on the tile's Appeal, and later upgrades to provide Tourism.

New Terrain Features

Reef

Notes: This is a new terrain feature. It appears to add +1 Production and +1 Food to a coastal tile, but it blocks the placement of Harbor districts and some improvements.

New Resources

There are three new luxury resources.

Amber (Luxury)

"Amber has been prized for its decorative value since the Neolithic era, and also figured prominently in religious practices. Not just shiny stones, the scent of amber made it immediately tradable by European catholics during the Reformation period, who considered it a blessing from God."

Yield: +1 Culture, +4 Amenities (1 per city)

Improved by: Mine or Fishing Boats

Notes: Amber can appear either on land or on water tiles.

Olives (Luxury)

Improved by: Plantation

Notes: Provides +1 Production, +1 Gold and +4 Amenities.

Turtles (Luxury)

Improved by: Fishing Boats

Notes: Yields +1 Science, +4 Amenities.

New Natural Wonders

Rise and Fall adds 7 new Natural Wonders.

Ubsunur Hollow

"Four tile natural wonder. It appears as a Marsh and provides +2 Faith, +1 Food and +1 Production."

Notes: Ubsunur Hollow is a marshy basin located near the border between Russia and Mongolia.

Delicate Arch

"One tile impassable natural wonder. Provides +2 Faith and +1 Gold to adjacent tiles."

Notes: A landmark in Utah (USA).

Mount Roraima

"Four tile impassable natural wonder. It appears as a Mountain and provides +1 Faith and +1 Science to adjacent tiles."

Notes: Mount Roraima is the highest of the Pakaraima chain of tepui plateaus in South America.

Matterhorn

"One tile impassable natural wonder. It appears as a Mountain and provides +1 Cultures to adjacent tiles. Land combat units who move next to the Matterhorn ignore Hills for the rest of the game and gain +3 Combat Strength when fighting in hills."

Notes: The promotion is called "High Altitude Training."

Lake Retba

"Two tile natural wonder. It appears as a lake and provides +2 Culture, +2 Gold, +1 Production, and Fresh Water.

Notes: Lake Retba is a saline lake in Senegal.

Eye of Sahara

Notes: Gives +1Production to nearby tiles, and a further +1 production +3 science in the Atomic Era.

Zhangye Danxia

Notes: The "Rainbow Mountains" are a national park in northern China.

Civics Changes

Here is the updated version of the civics tree:

New Social Policy Cards

Limitanei (Military): +2 Loyalty per turn for cities with a garrisoned unit.

(Military): +2 Loyalty per turn for cities with a garrisoned unit. Colonial Offices (Economic): +15% faster growth and 3 Loyalty per turn for cities not on your original Capital's continent.

(Economic): +15% faster growth and 3 Loyalty per turn for cities not on your original Capital's continent. Civil Prestige (Economic): Established Governors with at least 3 Promotions provide +1 Amenity and +1 Housing.

(Economic): Established Governors with at least 3 Promotions provide +1 Amenity and +1 Housing. Praetorium (Diplomatic): Governors provide +2 Loyalty per turn to their city.

(Diplomatic): Governors provide +2 Loyalty per turn to their city. Wisselbanken (Diplomatic): Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities. Alliance Points with each ally grow 25 percent faster.

(Diplomatic): Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities. Alliance Points with each ally grow 25 percent faster. Republican Legacy (Wildcard): All cities with a district receive +1 Amenity and +1 Housing.

(Wildcard): All cities with a district receive +1 Amenity and +1 Housing. Oligarchic Legacy (Wildcard): All land melee, anti-cavalry, and naval melee class units gain +4 Combat Strength.

(Wildcard): All land melee, anti-cavalry, and naval melee class units gain +4 Combat Strength. Monarchic Legacy (Wildcard): +1 Housing per level of walls.

(Wildcard): +1 Housing per level of walls. Mercantile Legacy (Wildcard): +10% Gold in all cities with an established Governor.

(Wildcard): +10% Gold in all cities with an established Governor. Autocratic Legacy (Wildcard): Capital and city with Government Plaza receive +1 boost to all yields.

Changes to Existing Policy Cards

Free Market (Economic): Extra Gold from buildings in Commercial Hubs. +50% if city population is 10 or higher, +50% if district has at least +4 adjacency bon...

(Economic): Extra Gold from buildings in Commercial Hubs. +50% if city population is 10 or higher, +50% if district has at least +4 adjacency bon... Rationalism (Economic): Extra Science from building in Campuses: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bon...

(Economic): Extra Science from building in Campuses: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bon... Simultaneum (Economic): Extra Faith from buildings in Holy Sites: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bon...

(Economic): Extra Faith from buildings in Holy Sites: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bon... Grand Opera (Economic): Extra Culture from buildings in Theater Squares: +50% if city population is 10 or higher, +50% if district has at least a +3 adjacency bon...

(Economic): Extra Culture from buildings in Theater Squares: +50% if city population is 10 or higher, +50% if district has at least a +3 adjacency bon... Police State (Diplomatic): Enemy Spies level reduced by 2 in your lands. However all cities suffer -2 Loyalty per turn.

Dark Age Policy Cards

Each era has a selection of 4 Dark Age policy cards that are only available in a Dark Age. They appear to operate like wildcard policies.

Letters of Marque : +100% Production to Naval Raiders who gain +2 Movement. Yields doubled from plundering Trade Routes. BUT: -2 Trade Route capacity.

: +100% Production to Naval Raiders who gain +2 Movement. Yields doubled from plundering Trade Routes. BUT: -2 Trade Route capacity. Twilight Valor : All units +5 Combat Strength while making a melee attack. BUT: Cannot heal outside your territory.

: All units +5 Combat Strength while making a melee attack. BUT: Cannot heal outside your territory. Inquisition : Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. BUT: -25% Science in all cities.

: Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. BUT: -25% Science in all cities. Isolationsim : +1 Trade Route capacity. Domestic routes provide +2 Food, +2 Production. BUT: Can't train or buy Settlers nor settle new cities.

: +1 Trade Route capacity. Domestic routes provide +2 Food, +2 Production. BUT: Can't train or buy Settlers nor settle new cities. Monasticism : Science doubled in cities with a Holy Site. BUT: -25% Culture in all cities.

: Science doubled in cities with a Holy Site. BUT: -25% Culture in all cities. Elite Forces : +100% combat experience for all units. BUT: +2 Gold to maintain each military unit.

: +100% combat experience for all units. BUT: +2 Gold to maintain each military unit. Robber Barons: +50% Gold in cities with a Stock Exchange. +25% Production in cities with a Factory. BUT: -2 Amenities in all cities

Miscellaneous Changes

Additional Trade Routes are now unlocked with the Market and Lighthouse instead of with the base districts.

Spies now have missions to reduce Loyalty in foreign cities (Fabricate Scandal ejects foreign governors and envoys).

Map generation has been modified to increase separation between major civilizations.

All civilizations now get a combat bonus for their units vs. a particular civilization based on their diplomatic visibility with that civilization.

Regional variations for the Monument appearance are being added.

New Spy mission: removes a Governor from a city and returns him or her to the unassigned pool.

Monument now provides +1 Loyalty, and an additional +1 Culture if the city is at full Loyalty.

There is now a Europe map.

Technology and Civics boosts now give 40% of the value of the item, down from 50%.

Some Production is now refunded when a Wonder under construction is completed by someone else first.

New City Project: Bread and Circuses (Entertainment District): increases the Loyalty pressure that the city exerts, both on your own cities and on nearby foreign cities.

Preview Links

11/28 Official Announcement

11/28 PCGamer: Everything we know about Rise and Fall

11/28 PCGamesN: 8 new features coming to Civ 6 (YouTube)

11/28 Eurogamer: 7 new things in Civilization 6: Rise and Fall (YouTube)

11/28 PCGamesN: Civ 6 Rise and Fall interview with Anton Strenger

12/05 First Look: Korea (YouTube) / Seondeok Leads Korea

12/08 Kilwa Kisiwani wonder movie (YouTube)

12/12 First Look: Netherlands (YouTube) / Queen Wilhelmina Leads the Netherlands

12/13 Gameplay Footage: Firaxis devs (Anton Strenger and Andrew Frederiksen) play Korea (YouTube)

12/15 Taj Mahal wonder movie (YouTube)

12/19 First Look: Mongolia (YouTube) / Genghis Khan Leads Mongolia

12/20 Gameplay Footage: Firaxis devs (Ed Beach and Andrew Frederiksen) play Mongola and Netherlands (YouTube)

12/27 Second Look: India (YouTube) / Chandragupta Also Leads India

01/02 First Look: Cree (YouTube) / Poundmaker Leads the Cree Nation

01/05 Statue of Liberty wonder movie (YouTube)

01/09 First Look: Georgia (YouTube) / Tamar Leads Georgia

01/11 Gameplay footage: Devs (Sarah Darney and Brian Feldges) play India - Governors Deep Dive (YouTube)

01/12 St. Basil's Cathedral wonder video (YouTube)

01/16 New Features Explained (YouTube)

01/18 Gameplay footage: Devs (Sarah Darney and Anton Strenger) play Georgia - Emergencies Deep Dive (YouTube)

01/19 Casa de Contratación wonder movies (YouTube)

01/22 Marbozir Preview Gameplay - Poundmaker #1 (YouTube)

01/22 quill18 Preview Gameplay - Poundmaker of the Cree Part 1 (YouTube)

01/22 Drew Durnil Preview Gameplay - Mongolia (YouTube)

01/22 Writing Bull Preview Gameplay - Netherlands (German) (YouTube)

01/22 Polygon Hands on Impressions (YouTube)

01/22 Steinwallen Preview Gameplay - Mongols (German) (YouTube)

01/22 PCGamesN Hands-on Impressions (YouTube)

01/24 First Look: Scotland (YouTube) / Robert the Bruce Leads Scotland

01/25 Gameplay footage: Devs (Sarah Darney and Ed Beach) play Scotland - Alliances Deep Dive (YouTube)

01/26 Amundsen-Scott Research Station wonder movies (YouTube)

01/30 First Look: Mapuche (YouTube) / Lautaro Leads the Mapuche

02/02 Temple of Artemis wonder movies (YouTube)

02/02 Gameplay footage: Devs (Sarah Darney and Anton Strenger) play Mapuche - Loyalty Deep Dive (YouTube)

02/06 First Look: Zulu (YouTube) / Shaka leads the Zulu

