Civilization 6 Summer Patch Download

Civilization VI only released on 20th October, with the launch going very well. At the time it sat as the third most played game on Steam, with 99,138 players at its peak and some very positive reviews on the Steam store front.

  1. Civilization Vi Summer Update Download

With the continued patch support over the last few seasons, it seems Civilization VI will be on our play lists for a long time. That's one of the reasons why we're going to provide a handy little page to keep you updated on all the Civilization VI Patch Notes that come along, and what changes these patches make to the game.

2K and Firaxis Games have finally released the Summer 2017 update for Civilization VI, which includes several balance changes, AI adjustments, multiplayer changes, and bug fixes. One feature that a lot of people have been asking for is a restart button to regenerate the map using the game settings you've set, which is now available with this update, along with the ability to save game configuration settings for future games. The Nubia Civilization and Scenario Pack is also available starting today.

Here's the full list of changes:


Civilization VI Civilization VI Patch Notes - Summer. You updated on all the Civilization VI Patch Notes. The Summer 2017 update for Civilization VI, which. This page was last edited on 26 May 2018, at 19:39. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks.


    • Civ Unique Ability: +50% Production toward Ranged units. All Ranged units earn promotions 50% faster. Mines over strategic resources are +1 Production. Mines over bonus and luxury resources are +2 Gold.
    • Queen Amanitore Unique Ability: Kandake of Meroë - +20% Production on all districts rising to +40% if the city contains a Nubian Pyramid adjacent to the City Center.
    • Pitati Archer: Replaces the Archer. Stronger than the Archer with +1 Movement.
    • Nubian Pyramid: Improvement. +1 Faith. Receives additional yields from adjacent districts. +1 Food if adjacent to a city center. For all other districts that award adjacency bonuses: +1 of the appropriate yield if that district is adjacent. Desert, Desert Hills, Floodplains.
      Jebel Barkal Wonder
    • Unlocked at Iron Working. Awards 2 free Iron and +4 Faith to Cities within 6 tiles.
      ‘Gifts of the Nile’ Scenario
      The Nile River is the life-blood of not one ancient civilization, but two: Egypt and Nubia. Although these neighbors and trade partners shared a common river valley and supreme deity (Amun) they were often in direct competition if not outright war. In this head-to-head competitive scenario, you will take the role of one of these powers to see who can truly become the most worthy disciple of the great god Amun by being the first player to create 7 Temples in his honor.
    • Added Restart button to regenerate the map
    • Added the saving of game setup configurations to reuse when starting future games
    • 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
    • Moved “Urban Defenses” from Civil Engineering to Steel
  • Thunderbolt of the North gains +50% production of naval melee units
  • Stave Church gains +1 Production for all Coastal resources in the city Spain
  • Treasure Fleet civ ability has its gold for intercontinental 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.
  • France: 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.
  • Aluminum may now appear on Plains
  • Increased Lake generation
  • Updated Bonus and Strategic Sea resource generation
  • Fixed river generation on Inland Sea maps
  • 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
  • Added a turn blocker notification when city ranged attack is available
  • Tech and Civic Boosts now additionally appear in the notification panel above the turn advancer.
  • A Toggle Strategic View keybinding has been added
  • 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.
  • 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
  • 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
  • Fixed an issue where plot tooltips would show when we didn’t want them to
  • 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
  • Fixed issues with Reports screen totals not adding correctly
  • Additional bug fixes.
  • Added new visualization for desert mountains

While some might have a sour taste in their mouth when it comes to the slower than average Civilization VI patches, others enjoy just how much content and changes are brought into effect in one fell swoop. As you can imagine from the last major update, we're getting one for each change in the season. Considering Spring took effect just the other week, we're getting the 'Spring Update' in a rather timely fashion. Let's see what's happening;


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

    It doesn't feel too long ago since the Fall update added DX12 support and a host of other little goodies. But already, the Winter update has arrived with a lot more - including two new DLC Civilization packs 'Poland Civilization & Scenario' and 'Vikings Scenario Pack'. Here's a taster of the patch notes. The rest can be found here.


    • Added Earth map (Standard size)
    • Added “Alert” action for units
    • Jump into Scenarios more easily within the Single Player menu.
    • Added new replay option to Wonder completion movies
    • Religious units may now Fortify Until Healed
    • Coastal Raids can now pillage districts in addition to the buildings within
    • Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes
    • Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
    • Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
    • Decreased production costs of Wonders progressively
    • Decreased production costs of all Space Race Projects by 40%.
    • Increased research costs of Technologies and Civics progressively
    • Increased Faith from Mission
    • Increased Culture from Chateau
    • Lowered the minimum unit upgrade cost
    • Most Civilization unique districts now require population to construct (like normal districts)
    • Improved clarity on Warmongering penalties associated with taking a civ’s final city
    • Spaceport district no longer requires population to construct
    • Hallowed Ground scenario is no playable on huge maps
    • Updated Mines for several eras
    • Resource Report now correctly shows resources from several sources:
    • Added sound effect for Quick Save hotkey
    • Fixed multiple text & grammatical issues
    • Fixed issues caused by trading lots of Great Works at the same time
    • Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack

    There might not have been much to talk about when it came down to Civilization's first post-launch patch, but that certainly isn't the case this time around. Dubbed the 'Fall 2016 Update', we'd rather think of it as Civilization VI DX12 Edition. Though it certainly adds more than just DirectX 12 support, in the early days of the API, it's always exciting to get something new in the way of support.

    There's a heck of a lot of changes this time around - more than we could possibly justify in a page that strives to be tidy after 12+ updates, so head this way for the full release.

    But for those simply looking for an overall idea of the alterations, let's take a look at a selection of the goods available through your regularly scheduled Steam download;


    • Maps
      • Added a balanced six player map.
      • Added a balanced four player map.
    • ‘Cavalry and Cannonades’ Scenario Added
      • Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
      • Larger starting army and additional starting techs.
      • Time limit: 50 turns.
      • Goal: Possess the largest territory.
    • DX12 Support
    • Complete Logitech ARX Support

    Gameplay Updates

    • Added additional notifications.
    • Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
    • Added additional Hotkey support (next unit, next city).
    • Added the ability to rename cities.
    • Added UI to show the next tile a city will grow to.
    • Added a visual cue for Barbarian Scouts that are alerted to your city.
    • Changed Dan Quayle rankings.

    Visual Changes

    • Buildings on snow will now have snow on them.
    • Added an Industrial Barbarian Encampment.
    • Added a ranger tower to National Parks.
    • Fixed some issues with buildings not culling around other world items properly.
    • Fixed an issue with some Districts not showing properly.
    • Miscellaneous polish applied to multiple improvements, districts, and buildings.

    Balance Changes

    • Added prerequisite project (Manhattan Project) for Operation Ivy.
    • Added Metal Casting as a prerequisite for Economics tech.
    • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
    • Adjusted relationship decay rates.
    • Reduced the effectiveness of cavalry production policies.
    • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.

    There isn't a lot to be said about this patch, as you'll probably be disappointed to find out that it doesn't actually contain any fixes or adjustments even though it's almost 1 GB. Digital Deluxe owners have access to the game's soundtrack, so all this patch does is change the game's OST from MP3 to .ogg and updates the albums artwork.


    File Size: 1GB

    - Sid Meier's Civilization 25th Anniversary Soundtrack changed from .MP3 to .OGG.

    - Sid Meier's Civilization VI OST Artwork Updated

Posted by
Community Manager - 2K
2 years ago

This update for Civilization VI, available today for all Steam users, includes some great new features, including premium DLC for the Australia civ (led by Prime Minister John Curtin) as well as free features for all players such as Steam Workshop and modding tools, as well as multiplayer team functionality.

Multiplayer teams and mod tools have been two of the community’s most-requested features, and we’re happy to bring them to Civilization VI. Steam Workshop will allow you to browse, add, and subscribe to mods more easily, and the other tools will make it easier for artists and modders to change the game. And in multiplayer you can team up with your friends to conquer the world together against AI or human opponents.

There are also balance changes and bug fixes in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. Please check out the complete list of changes below:


  • TEAMS:

  • Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance), as follows:

    • When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic.

    • Teammates share war status against opponents not on their team.

    • Teammates share allied status with opponents not on their team.

    • Teammates work together to win or lose the game as a single entity. The Religion and Culture Victories have been reworked so they are more cooperative.

      • The Religion Victory requires you to convert all civs to ONE of the religions started by your team.

      • The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team.


      • Updated lobby and in-game UI to better show Additional Content details.

      • Added Sid Meier’s Civilization VI Development Tools, which includes ModBuddy, Tools, FireTuner, and the Steam Workshop Uploader.

        • ModBuddy: A packaging and development tool.

        • Art/Asset Tools: Import FBX files into a format usable by the game, as well as customize existing art.

        • FireTuner: In-game debugging and editing tool.

      • Added Sid Meier’s Civiliation VI Development Assets, which includes the game art assets. This is a large download (approximately 7GB compressed download and 27GB on disk) which contains game assets, including models, textures, and interface elements.


        • Access mods created by the Steam community via Steam Workshop

        • Share your mods with the Steam community with the Steam Workshop uploader.

ModBuddy will also receive additional updates in the future, as part of a modding SDK update later. These tools do not include DLL source for Civilization VI at this time.


  • Added True Start Location feature, where civs start on the world map at their geographic origin.

  • Added a City-State slider to game setup.


  • Start position and map generation has been tuned.

  • Updated ice generation to allow more for circumnavigation.

  • Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total).

  • Units that are embarked now use an era-based strength value instead of their base combat value.

  • Many of the techs that reveal strategic resources have been changed to reveal the resource before it is needed to build a resource-dependent unit.

  • Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit.

  • Tech Tree balance. Adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early.

    • Horseback Riding now requires Archery. Archery is no longer a leaf tech.

    • Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300).

    • Industrialization now requires Square Rigging.

    • Scientific Theory now requires Banking.

    • Steel now requires Rifling.

    • Computers now requires Radio.

  • Updated the cost and strength of some Air units.

  • Change movement rules after disembarkation. Cannot land on shore with more movement than your Land Movement allowance.

  • Updated Vikings Scenario to 60 turns.


  • Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.

  • Increased desire to declare friendship.

  • Reduced frequency of “your troops are on my border“ warning.

  • Updated settlement preferences.

  • Barbarians now rampage when their camp is destroyed.

  • Will now liberate minor civs and cities of current allies.

  • Tuned strategic and luxury resource trading.

  • Will now be more aware of gold income, and work to bring in more.

  • Support units will recognize that they are not under threat if they share a hex with a friendly unit.

  • Added a grace period of 2 turns after the end of open borders before the AI starts complaining you're too close to their territory.

  • Barbarians may now pillage tiles to heal.

  • AI will now continue to research repeatable techs and civics.


  • Kongo relics no longer get multiplied Faith yields if more than one is in the same building

  • Fixed some bugs with Great People not interacting correctly with Vikings natural wonders.

  • Sumeria will no longer share joint war experience with a player when killing barbarians.

  • Corrected tourism calculation from National Parks to ensure correct awarding.

  • Fixed an issue where you could sometimes not offer Joint War.

  • Spies will not have the Steal Tech mission available when you have already completed all techs.

  • City States gain territory for influence even if they get the influence before founding their city.

  • When a player is destroyed, his captured spies die with him.

  • All of your active spy missions stop in a city that you or an ally has just captured.

  • Fixed problem in tactical combat that was preventing units from capturing builders

  • You are no longer allowed to declare war on declared friends (or in an enforced peace period) from the 'troops near me' warning.

  • Increased Jet Fighter and Jet Bomber sight range (up from 2 to 5).

  • Additional bug fixes.


  • Added snow environmental VFX.

  • Added sand environmental VFX.


  • Added “Turn Unready” button.


  • Added more bindable keys (Toggle Resource Icons, Toggle Tourism Lens, Alert action).

  • Added a notification for when a player loses territory to a culture bomb.


Civilization Vi Summer Update Download

  • Adding some missing UI sounds.


    • Added VO, and updated quotes, for three Natural Wonders.

    • Added VO to Natural Wonders while in the scenario.


  • Credits updated.

  • Fixed some missing ARX images.

  • Updating game concepts for City-States, Trade Routes, and Great People. Explained some things that were not there before (ex. Patronage, gold income for foreign routes passing through city), as well as some clarifications.

Australia Civilization & Scenario Pack

The team is often asked how they get their ideas for the civilizations in the game. The answer is: they listen to the community! Kongo was added to Civilization VI, as it was the most-requested civ by the community at the end of Civilization V. Australia has been a consistent top pick by our fans, and now appears in a Civilization game for the first time as premium DLC for Civilization VI.

John Curtin was Australia’s Prime Minister during World War II, and is credited with providing both strong leadership of the country at that time, as well as establishing the country to take its place in the post-war international order. In Civilization VI, his ability “Citadel of Civilization” gives Australia bonus production when they are targeted for war.

Australia is a civ that gets bonus housing for coastal cities, bonuses for building Districts on attractive terrain, and additional production if targeted for war. Australia’s unique unit is the Digger (which replaces Infantry), and their unique improvement is the Outback Station. Australia can grow and thrive in places where other civs would struggle. The Outback Tycoon scenario is a unique, non-combat scenario where you will try to enrich your new territory in a randomly-generated Australian interior. And Uluru comes to Civilization VI, bringing religion and culture to the territory that surrounds it.


    • Australia

      • Civ Unique Ability: Australian coastal cities always receive extra Housing. Pastures also trigger the Culture Bomb effect, grabbing adjacent tiles from other civs and City-States. Yields from Campuses, Commercial Hubs, Holy Sites and Theater Squares are enhanced in attractive terrain.

      • John Curtin Unique Ability: John Curtin’s unique ability is called “Citadel of Civilization.” Australia gets bonus production at the start of a Defensive War, and when it liberates a city.

      • Digger: Australia’s unique unit is the Digger, which gets bonuses to combat on land tiles adjacent to water and when fighting outside their territory.

      • Outback Station: Unique tile improvement that unlocks with the Guilds civic, and can be upgraded with Steam Power and Rapid Deployment. It provides food and production, with bonus food for adjacent Pastures.

    • ‘Outback Tycoon’ Scenario

      • In this 60 turn non-combat scenario, you race to explore Australia, find its natural resources, and use them to enrich your colony. This competitive economic scenario has no combat. It emphasizes exploration and territorial expansion to increase your Gold per Turn net income, which is your score.

    • Uluru Natural Wonder: This desert Wonder provides bonus Faith and Culture to Adjacent tiles.

Civilization 6 Summer Patch Download