Anbefalt Sid Meier's Civilization VI



Tjueførste oktober 2016 kommer siste utgave av Civilization, Civ6, ut på Steam. Noen som gleder seg? Jeg kan love dere at jeg kommer til å spille det mye! :)

De siste dagene har det kommet mange videoer fra spillet, etter at Firaxis og 2K Games ga en drøss med youtubere 150 omganger med spillet. Timesvis med innhold er laget, og jeg har tilfeldigvis skrevet en artikkel på med en oversikt over de beste videoene.;)


Åh, det er mange forandringer. Først av alt, alt fra Civ5 av funksjonalitet er med videre utenom verdenskongressen. Det store nye er at byene ikke er sentrert i bykjernen, men at man bygger distrikter der mange av bygningene blir plassert. Verdensundere fungerer også som distrikter. Ellers er mange av funksjonene omarbeidet. Anbefaler å sjekke ut videoene jeg linker til i artikkelen! :)


En rekke ledere ble avslørt ved en feil. En av dem var Harald Hardråde.


Dagens first look var Romerriket! :) Det er enkelt en favoritt-civ for meg. Lederegenskapen til Trajan, Romas unike egenskap og den unike infrastrukturen er perfekt for imperiebygging, og jeg er ikke en kriger, men en såkalt "builder". Alt utenom legionen, som er den unike enheten, er perfekt for min spillestil! :)

UA: All Roads Lead to Rome - all cities start with trading post, new cities within trading range of your capital start with a road leading to them. Trade routes earn extra gold for trading through trading posts in your own cities.
UU: Legion - stronger and more expensive than swordsman which it replaces, can build forts and roads (limited number of builds, looks like 2). This gives Rome early access to forts.
UI: Baths - replaces aqueduct. Provides amenities and more housing. Unlocked at Engineering.
LUA: Trajans' Column - all cities start with one free building in the city center (most of the time will be Monument which is +2 culture)


Release er om kun ett døgn minus 9 minutter folkens! vil ha en livestream av spillet på release. Dere kan også forvente et par lange artikler av meg om spillet samme sted.:)


Så embargoen er over for spillet nå, og følgelig presenterer jeg dere med den første av to strategi-artikler fra yours truly! :) Den første artikkelen er nettopp publisert på og kan leser her.:)


Spiller med kona, hun har aldri spilt Civ før, men koser seg storveis.:) Jeg sitter og sier hva vi bør gjøre også utfører hun det.:p

Spiller som Frankrike, planen er å vinne romkappløpet. Startet litt tregt, pga masse barbs og at jeg har mer erfaring med standard speed enn quick, som vi valgte.

Har gode byer, godt industrialisert. Roma angrep, vi tok ingen byer men ødela Romas hær og fikk alle deres ressurser, hele skattkammeret og 40 gull per omgang.

Deretter angrep Kina oss. Tok en by, 80 gull per omgang og alle ressurser. Pluss hele skattkammeret.:D

Slik er situasjonen nå:


For tre timer siden la Firaxis ut hele det over time timer lange lydsporet på youtube:


Nubia har blitt annonsert som den femte DLCen til Civ6.:)

Their leader is Amanitore and their Civilization Ability is Ta-Seti, which gives - 50% production towards ranged units. All ranged units gain 50% experience. Mines over strategic resources gain 1 production, mines over luxury and bonus resources gain 2 gold.

Amanitore's Leader Ability is Kandake of Meroe, which gives - +20% production to districts, 40% if there is Nubian Pyramid next to your City Centre.

Nubia's Unique Unit is the Pítati, which is stronger and faster than the ancient Archer and upgrades to Crossbowman.

Nubia's Unique Tile Improvement is the Nubian Pyramid. A Nubian Pyramid can be built on Desert, Desert Hills or in Floodplains regions. They provide Faith, as well as additional yields based on the adjacent District, or Food for the City Center.


Sarah Darney - stemmen bak First Look-videoene- og Firaxis har kommed med en oppdatering om den kommende "Fall 2017" patchen for Civilization VI! :)

The “Fall 2017 Update” brings some major changes. The biggest: An update to the Religion system is coming to Civilization VI. I’m Sarah Darney with the dev team, and here’s a quick heads up on some of what you can expect.


Religion gets fleshed out with new beliefs and religious units. Two new Pantheons will be get introduced into the game, along with new Founder, Follower, Enhancer, and Worship Beliefs. These beliefs unlock the ability to build two new buildings as well as a new combat unit, the Warrior Monk.

We also heard your requests for a deeper overall experience – and took that to heart with revamped religious combat. Religious units can now exert Zone of Control and receive Flank and Support bonuses in religious combat. Meanwhile, the Guru religious support unit can heal nearby religious units.

Finally, the Religion Lens has been overhauled to improve overall usability and readability. You’ll also find UI touches, such as religion indicators on unit flags, to remove all guesswork on where a unit’s allegiance lies.


There are also a good number of UI, AI, and balance enhancements coming with the “Fall 2017 Update.” Here are some of the stand-out improvements.

The oceans are safe no longer, as the AI players have increased their building of naval units, as well as fleets and armadas. Additionally, they are better at healing and protecting their naval units. Brace for coastal assaults! With the upcoming addition of one of our new civs, this change is especially exciting.

We’re removing the least useful Gossip messages, which means you will now receive the most important news about what other players are up to, and you won’t have to search through all of the world’s happenings to get to it.

Finally, you’ll notice overall changes to the UI, including an update to the Diplomacy screens to ensure all information is clear and easy to find. Beyond this, the Great People art has been updated to feel more “great” and make this screen easier to navigate; Capital icons now show on city banners in the Espionage Mission selection menu, and many smaller changes have been made to the menus to make screens more moddable and extensible.

More changes are coming soon with the “Fall 2017 Update” and we’ll give you a full breakdown of everything going into it when it’s live. In the meantime, follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.


Fall 2017-patchen er live! :)

Patch notes:

Civ Unique Ability: Grand Barays - Farms provide +2 Food if adjacent to an Aqueduct. +3 Faith and +1 Amenity to each city with an Aqueduct.
Jayavarman VII Unique Ability: Monasteries of the King - Holy Sites provide +2 Food and +1 Housing if placed on a river. Holy Sites provide a culture bomb.
Domrey: Unlocks with Military Engineering technology. Unique Medieval era siege unit. Can move and shoot in the same turn and exerts zone of control.
Prasat: Same yield as Temple. Missionaries purchased in this city receive the Martyr promotion. +1 Relic slot.
Civ Unique Ability: Great Nusantara - Minor Adjacency for Coastal tiles to Holy Site, Campus, Industrial Zone, and Theater Square. +1 Amenity to each Entertainment Complex adjacent to a coastal tile.
Gitarja Unique Ability: Exalted Goddess of the Three Worlds - Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast.
Jong: Replaces Frigate. Unlocks with Mercenaries civic. +1 Movement. All units in formation inherit movement speed. +5 to combat when in a formation.
Kampung: Unique improvement placed on Coastal tiles that are adjacent to a sea resource. +1 Housing. +1 Production. +1 Food for each adjacent Fishing Boat. More Housing, Production, and Tourism as you advance through the game.
Angkor Wat Wonder
+1 Population in all Current Cities when built. +1 Housing in all cities. Must be built adjacent to an Aqueduct district.
Ha Long Bay Natural Wonder
Two tile natural wonder that can be found on coastal terrain and provides +3 Food, +1 Production, and +1 Culture. +15 Combat Strength when defending in this tile.
‘Path to Nirvana’ Scenario
The lands around the Indian Ocean flourish with many religions and many people. Heaven has chosen you to bring the light to all these lands. Is your faith up to the challenge? Can you convince the people of Southeast Asia to follow your religion? In this 50 turn scenario, compete to have the most followers of your religion, the most faith per turn, and the most foreign cities following your religion.


Overhauled “Religion Lens”
All religious units move on their own layer (similar to Trade Units and Spies)
Switched to unique unit flag backing for religious units
Display religion (if applicable) for a unit to be purchased with Faith
Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
Added Religion indicators to unit flags
Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
Added the Guru religious support unit, which can heal nearby religious units
Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
Adding religious pressure to both ends of a trade route:
Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
Added 8 new Relics


Updated Diplomacy screens to improve readability and usability
Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
New medallion style art for Great People
Capital icons now appear on city banners in espionage chooser menu
Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
Changed sort order for gossip so most recent messages are shown first
Ensure plot tooltips show up after mousing over 2D icons in same plot
Trade route chooser now sorts routes when filtered by a yield
Lots of changes to make assorted UI screens more moddable/extensible


Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
AI will attempt to re-convert its holy cities
AI will no longer commit to battles they cannot win
Improve AI city and district placement
Improved AI’s valuation of great works
Improved Scout’s drive to explore Tribal Villages
Improved siege attacks
Adjusted religious strategies, preventing large hordes of units going to the same, distant city
New AI support for Religious Heal and Condemn Heretic actions
Improve AI use of Inquisitors
Money Grubber agenda is no longer as sensitive to fluctuations in income


Ongoing stability improvements


Removed some of the least useful Gossip messages to improve signal to noise:
Buildings constructed if from 2 eras earlier than the constructing player's current era
Civic cultivated if from 1 era earlier than developing player's current era
Influenced city-state if not tied or higher than all other players
Land unit promoted if only to Level 2
Naval unit promoted if only to Level 2
Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
Tech researched if from 1 era earlier than researching player's current era
Move +1 embark speed from Cartography to Square Rigging
Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
Add Guilds as a prereq for Humanism so you have Theater Square before Museums
Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability


AI will now recruit Great People when they take control of a human's game in MP
Fixed an issue where AI would trade invalid items
Fixed issues where AI appears to refuse their own deal proposals
Corrected an error that made the AI very unlikely to agree to alliances
Added missing description text for Broadway (+20% Culture for the city)
Fixed Colonial Taxes to be the listed 25% boost
Fix player being able to make peace with city states while at war with the suzerain
Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
Fixed the Hanging Gardens not granting Appeal
Archery tech boost earned by a Slinger on defense
Unique districts don’t count twice for Mathematics tech boost
Fix Housing from Monarchy to properly be +1 for each level of Wall
Culture Bombs can no longer steal National Park tiles
Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
Captured spies are immediately returned when a player is defeated
Gold costs of delegations is correct at all game speeds
Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
Embarked combat units can no longer capture enemy embarked civilians
Additional bug fixes


Changed Jakarta City-State to Bandar Brunei
Added Motion Blur to leaders


Ny ekspansjon til Civ6 på trappene! :)

Civilization VI: Rise and Fall brings new choices, strategies, and challenges for players as they guide a civilization through the ages. Coming to PC on February 8, 2018. #OneMoreTurn

Learn about the creators' vision for Civilization VI: Rise and Fall:

Key features for Sid Meier’s Civilization VI: Rise and Fall include:

  • GREAT AGES: As your civilization ebbs and flows, and you reach milestone Historic Moments, you will experience Dark Ages or Golden Ages, each providing specific challenges or bonuses based on your actions in-game. Rise triumphantly from a Dark Age, and your next Golden Age will be even stronger – a Heroic Age.
  • LOYALTY: Cities now have individual Loyalty to your leadership – let it fall too low, and face the consequences of low yields, revolts, and the potential to lose your city to another civilization, or its own independence. But one civilization’s loss can be your gain as you inspire Loyalty among cities throughout the map and further expand your borders.
  • GOVERNORS: Recruit, appoint, and upgrade powerful characters with unique specialization bonuses and promotion trees to customize your cities, and reinforce Loyalty.
  • ENHANCED ALLIANCES: An enhanced alliances system allows players to form different types of alliances and build bonuses over time.
  • EMERGENCIES: When a civilization grows too powerful, other civilizations can join a pact against the threatening civilization and earn rewards, or penalties, when the Emergency ends.
  • TIMELINE: Review your civilization’s history at any time with the new Timeline feature, a visual journey through the Historic Moments that you encountered on your path to victory.
  • NEW LEADERS AND CIVS: Nine leaders and eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of eight unique units, two unique buildings, four unique improvements, and two unique districts.
  • NEW GLOBAL CONTENT: Eight new world wonders, seven natural wonders, four new units, two new tile improvements, two new districts, fourteen new buildings, and three new resources have been added.
  • IMPROVED GAMEPLAY SYSTEMS: The Government system has been enhanced with new Policies and additional improvements have been made to existing systems.
Preorder er oppe på Steam, herligheten koster 289 kr.:)

Og vanilla er 50% avslag nå! Koster vanligvis 599 kr for vanlig utgave.


Patch notes for dagens vanilla patch er ute!

Civilization VI Patch Notes [2/7/18]
A new update is available for Sid Meier’s Civilization VI today. This update will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam. To our modding community, the below patch (as well as the addition of the Civilization VI: Rise and Fallexpansion) may require you to update your mods, as certain interface and backend adjustments have been made.

This patch is only for the Civilization VI base game and is being released prior to the “Rise and Fall” expansion. Please note that this update does not include the “Rise and Fall” expansion. Civilization VI: Rise and Fall will be available to download at 00:00 ET on 2/8/18.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums[]. Stay civilized!

Base Game Patch Notes

Rework start position algorithm to spread major powers evenly across the map first and then insert city-states in the margins. Results in improved distances between Civilizations and better quality for major civ start positions.
Add notification about production salvaged from a Wonder. Make sure that production is credited.
Diplomatic actions now scale with game speed.
Government Policies that increase production on Melee class units now include Anti-Cavalry class units.
Change tech boost for Steel to add a soft prerequisite that hints you probably want Ironclads before Destroyers.
Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)
Healing plunder reward from Farms reduced from 100 to 50.
‘Sack’ government policy has been removed and its effects have been added to the ‘Raid’ policy.
Naval combat changes – Bombard land units are now more effective against naval units, Ranged land units are less effective against naval units.
Pillage rewards are now displayed in the tooltip of the Pillage action button.
Boost number of random Apostle Promotions from 2 to 3.
Reduce Science per population from 0.7 down to 0.5.
Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.
Gold and Faith rewards from Tribal Villages now scale with Game Speed.
Apostles could run out of random promotions to choose from.
If a spy is traveling to a city that changes hands, abort travel and return them to your capital.
Warrior Monks now benefit from Great Generals and can earn the Spear of Fionn promotion.
Abundant resource will spawn sea luxuries.
Units levied from a city-state will now retain any promotions earned while controlled by a player.
Fixed several issues with obsolete units appearing in the production menu for a city.
Fortified units will now properly ‘wake up’ after being attacked.
Fortified or Sleeping units that have been expelled from a city will now properly ‘wake up’.
Support units can now be levied from City-States.
Fixed a bug preventing Ranged Cavalry class units from receiving the combat bonus from the Spear of Fionn ability.
Fixed an issue with embarked units not being able to heal in friendly territory.
Properly abort all spy missions if a city changes hands.
Fixed an issue that caused zone of control UI to show between religious units of the same player.
Properly update siege status of a city when units die, are deleted, etc.
Don’t award a Spread Religion charge to Gurus from the Mosque.
Make sure losing Kandy as an ally doesn’t interfere with the Reliquaries belief.
Fixed an issue that was causing the AI to send multiple spies on the same mission.
AI will look at graphic change on spaceports, and can target their spies to spaceports that are performing their science victory projects.
Improved opportunity cost considerations for district placement.
Improve ability to place / use aqueducts.
AI knows to move builders back into their territory if they get caught outside.
AI will not complain about stealth units it can’t see being too close to its border.
AI is much less likely to trade its cities away as part of a peace deal.
Improved resource trading, AI considers luxury resources it is currently importing.
Improved new city placement, also fixed issues where the settler would try to travel through hostile territory to get an escort.
AI prefers garrisoning ranged units over melee.
If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that.
Fixed coordinating ranged attacks.
Changing default Resources option to Standard for multiplayer. There is a map generation issue where setting Resources to Abundant and StartPosition to Balanced results in civ starting positions being too close together.
Players could not ready up when dirty from another match.
Improved stability when players connect to or disconnect from launching games.
Pausing the game could desync multiplayer games.
Missing official content icon was not working in the multiplayer lobby.
Improved stability when game host leaves game in multiplayer.
Made sure you can’t declare war on a Teammate.
Properly credit Kongo with 1 Culture, 1 Tourism if multiple works from the same artist are in the Palace.
Don’t give the Hansa bonuses for adjacent Antiquity Sites/Shipwrecks.
Allow India to train Warrior Monks if 1 follower of that religion is in the city.
Fix Arabia’s unique ability so only FOREIGN cities following their religion that add Science.
If the Kongo captures a city-state, don’t let them grab a Holy Site.
Show turns until Anarchy clears.
Show turns until Friendship lapses.
Defeated notification indicates whether a city-state or full civ was eliminated.
Remove warmonger information on the Keep City dialog if city received in a trade.
Only allow religious units to Rest/Repair on tiles where they are close enough to a Holy Site to actually heal.
Do not hide Casus Belli sub-menu if a denouncement has not occurred (so the reason that war can't be declared is clearer to the player).
Show turns until Denouncement clears.
Correct timing of Culture Victory imminent message.
Add notification if an enemy spy escaped your police.
Emphasized several notifications indicating negative effects on the player.
Civilopedia bug fixes and improvements.
Trade Route panel bug fixes and improvements.
Corrected an Issue where incorrect team numbers were displayed.
Add whether or not an original capital was conquered or not to the associated gossip message.
Show requirements for each Casus Belli when that option is grayed out.
Fixed map pin corruption when deleting and adding map pins.
Version mismatched games are colored differently in multiplayer lobby.
If multiple players are affected by a nuclear attack, the Declare War warning dialog will now appropriately list all players involved.
Always show the player’s own cities first in the list of trade route destinations.
New Barbarian Scout skin.
Animation fix for Gorgo.
Various text updates and bug fixes.


Jeg ble aldri overbevist over Civ 5, så har vært veldig avventende med 6. Mulig jeg er litt lei oppskriften. Til tross for enkelte forandringer, forandrer aldri Civ spillene seg radikalt. Koser meg fremdeles innimellom med Civ 4.


Jeg synes Civ6 er mye bedre enn Civ5. :) Civ4 var bra for sin tid, men trenger litt fornyelse, og den fenger meg ikke nok lenger.


Day 30 patchen kommer denne uka. Change list kommer ikke før patchen utgis, men Ed Beach - sjefutvikleren for spillet - gir en smakebit i denne videoen:

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