Наш замечательный форум обновился до версии XenForo 2.2! И теперь в нём стало ещё больше полезных и интересных возможностей! Задавайте вопросы про новые функции и сами пробуйте их найти!
Поддерживаю по поводу New Frontier Pass.

Вчера затарились в EGS с друзьями халявной цивой, обновились до платины за счет купона и взяли New Frontier Pass. Режим "Апокалипсис" - это нечто безумно крутое! Играем на быстрой (не сетевой) скорости в восьмером. Уже застали одно падение метеорита на город, и это круто!

P.S. Играем без ограничения по длительности игры, единственное условие - количество ядерок созданных тобой за игру не должно превышать число существующих у тебя городов. Все в восторге, всем очень нравится!)
 
Опять какая-то туфта( Кто-нибудь шарит, почему я не могу построить акведук в отмеченных местах? Условия же вроде бы все соблюдаются...
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DemonSD, ага, акведук построить. Ты читал про акведук? Посмотри внимательно куда течёт река? Как ты можешь построить акведук ниже по течению? Ну-ка, расскажи нам.
 
DemonSD, Акведук должен соединять 1 сторону гекса центра города с источником воды(река,гора,озеро), и это должны быть именно разные стороны гекса, на твоих скринах акведуку бы пришлось подводить воду в туже точку откуда он ее зачерпывает , так нельзя.
 
HelperLom, оно что реально на реализме завязано?! Я думал, что эти фишки и фигурки, как в настолке, просто игровая условность. Если это так, то остаётся 1 вопрос: почему об этом ни слова в требованиях к расположению района? Там только указано, что это должна быть клетка рядом с центром города и рядом с источником воды.

Ладно, а клетка с медью на втором скрине: разве там разные стороны гекса соединяться будут?
 
DemonSD, ну да, акведук пойдет от верхней левой стороны гекса к левой к городу. Вполне логично, что акведук не может быть петлей ,не рисуется и не строится так в игре.
 
HelperLom, а дамбу я там почему поставить не могу?
 
DemonSD, Дамбу? они же в поймах строятся.
 
HelperLom, кстати не обращал внимания. Т.е. в тундре наводнений буть не может?
 
DemonSD, не видел ,полагаю, что нет. Хотя сейчас с режимом апокалипсис градус климатического безумия поднялся заметно и может и такое возможно.
 
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HelperLom, тундра вообще фигня какая-то получается. Только для русских и канадцев?
Сейчас вот за Майя начал играть. Зареспило на полосочке луга в 3 клетки шириной. Выше море, ниже тундра. Реки не работают из-за спецы, дамбы строить нельзя, акведуки тоже нормально не встают, фермы строить нельзя, соответсвенно ещё и уникальный район не работает - ни жилья, ни жрачки - просто ад какой-то. В четверке или пятёрке в тундре с техой хоть фермы можно было строить.
 
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Вова Хайтов, а скрины есть? а то непонятно как с модом интерфейс выглядеть будет.
 
Вова Хайтов, подскажи как мод установить то? Обычно на чистых версиях играю. Решил попробовать этот, но хз как)
 
DemonSD, ты серьёзно написал про установку модов? Ну, ок. Проходишь по ссылке, которую я разместил выше, про суперкрутой мод и подписываешься на него. В игре подключаешь и наслаждаешься. :wink:
 
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Новое бесплатное обновление. Русские субтитры присутствуют:


Красота! Вступим в тайное общество и всех поработим!





Вот это круто неимоверно! Вот это да! Какая же красотища!!! Civilization VI расцветает всё красивее и круче! Очередное бесплатное обновление для всех игроков! Это дополнение получат даже те игроки, у которых нет ни Rise & Fall, ни Gathering Storm, ни Frontier Pass!


Вот это да! Оцените прикол:


Дипломатическая победа безо всяких городов! Вообще!
 
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Вот это да! Круто же! Мне нравится! :good:


Хахаха! Василий III! Красота! В видеоролике присутствуют русские субтитры.


Судя по видео, Византия будет моей любимой нацией! Мне нравится идти к военной и\или научной победе с религией. Я делаю акцент на науку и религию, чтобы НЕ строить, а покупать наземные боевые юниты за очки религии! Это круто! Примерно к 100 ходу на сетевой скорости мне нет равных по военной мощи! И Византия как раз прекрасный вариант для моей стратегии!

Вот и Галлы подъехали. :smile:
 
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Byzantium and Gaul Pack

Byzantium___Gaul_Pack.jpg

[NEW FEATURES]

Civilization: Byzantium

Unique Ability – Taxis
  • Units receive +3 Combat Strength or Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). Byzantium's Religion is spread to nearby cities when defeating an enemy unit belonging to a civilization or city-state. +1 Great Prophet point from cities with a Holy Site district.
Unique Unit – Dromon
  • Classical Era unit that replaces the Quadrireme. These units have greater range than the Quadrireme and +10 Combat Strength against units.
Unique Infrastructure – Hippodrome
  • [Base Game or Rise and Fall] Replaces the Entertainment Complex. Provides +3 Amenities, and cheaper to build. When the Hippodrome and buildings in this district are constructed, receive a Heavy Cavalry unit.
  • [Gathering Storm] Replaces the Entertainment Complex. Provides +3 Amenities, and cheaper to build. When the Hippodrome and buildings in this district are constructed, receive a Heavy Cavalry unit. Units granted from this district do not have a resource maintenance cost.”
Leader: Basil II

Ability – Porphyrogénnētos
  • Heavy and Light Cavalry do full damage against cities following the same religion as Byzantium. Gain the Tagma unique unit when the Divine Right civic is discovered.
Unique Unit – Tagma
  • Medieval Era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +4 Combat Strength or Religious Strength.
Agenda – Divine Guardian
  • Likes civs following their religion.
  • Converts civs to their religion.
  • Dislikes civs who do not have Byzantium’s religion as majority.

Civilization: Gaul

Unique Ability – Hallstatt Culture
  • Mines provide a minor adjacency bonus for all districts, a Culture Bomb of unowned territory, and receive +1 Culture. Specialty districts do not receive a minor adjacency for being adjacent to another district and cannot be built adjacent to the City Center.
Unique Unit – Gaesatae
  • Ancient era unit that replaces the Warrior. This unit has increased cost and receives +10 Combat Strength when fighting units with a higher base Combat Strength. +5 Combat Strength against district defenses.
Unique Infrastructure – Oppidum
  • Cheaper and available earlier than the district it replaces, the Industrial Zone. The Oppidum district is defensible with a ranged attack. When the first Oppidum is constructed, the Apprenticeship technology is unlocked. Major adjacency bonus from Quarries and strategic resources.
Leader: Ambiorix

Ability - King of the Eburones
  • Gain Culture equal to 20% of the unit’s cost when a non-civilian is trained. Anti-Cavalry, Melee, and Ranged Units receive +2 combat for every adjacent military unit.
Agenda – Scourge of Rome
  • Likes civilizations with lots of units (not necessarily the strongest units).
  • Dislikes civilizations with tiny armies.
  • Tries to build a large army.
[Rise and Fall or Gathering Storm] Dramatic Ages Game Mode

With Dramatic Ages enabled, the stakes of each Age are much higher! Aside from the initial Age, each Age will be either Golden or Dark, depending on the civilization’s Era Score. Era Score can be earned by completing Techs and Civics and from promoting units (for each promotion after the first). If players earn a Golden Age, any excess Era Score will turn into extra Loyalty pressure, which can be a significant factor if a neighbor has fallen into a Dark Age. In addition, players will have access to powerful Policy cards that you can use in the Wildcard slot of your government but watch out – entering a Dark Age means that some of your cities will rebel! Players in Dark Ages will have a portion of their empire immediately turn into Free Cities, and these Free Cities can exert pressure on other cities. On easier difficulty settings, AI players lose many more cities than players. On harder difficulty settings, human players do. On Prince, they lose an equal amount.

Golden Age Policies

Available from Classical to Medieval Eras:
  • Mandala State: +4 Culture for every Wonder. Each Wonder in your cities cause foreign cities within 9 tiles to lose 2 Loyalty per turn.
  • Free Inquiry: Commercial Hubs and Harbors provide Science equal to their Gold bonus. Campuses provide Gold equal to their Science bonus.
Available from Classical to Renaissance
  • Praetorian Guard: Wounded units can heal +10 HP per turn. +2 Production to Encampment districts and buildings.
  • Exodus of the Evangelists: +2 Movement for Missionaries, Apostles, Gurus, and Inquisitor; newly trained ones receive +2 Charges. +4 Great Prophet Points
  • Monumentality: +2 Movement for Settlers and Builders. Civilian Units may be purchased with Faith. Builders are 30% cheaper to purchase.
Available from Renaissance to Modern Eras
  • Sakdina: While your projects are active each of your Citizens exerts +0.5 Loyalty pressure to their city. When your projects complete, receive +10% additional Great People Points for every Building in that project’s district.
  • Reform the Coinage: Your Traders cannot be Plundered. International Trade Routes provide +3 Gold per specialty district in the foreign city.
Available from Industrial to Modern Eras
  • Culture Industry: +1 Culture per Specialty District for each city. Cities receive +25% Production towards Non-Specialty Districts. May purchase Entertainment Complex and Water Park buildings with Faith.
Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm]
  • Heartbeat of Steam: +10% Production towards Industrial and later Wonders. Campus district’s Science adjacency bonus provides Production as well.
  • To Arms!: +50% XP to all units and +25% Production towards military units.
Available from Atomic to Information [Rise and Fall] or Atomic to Future [Gathering Storm] Eras
  • Solidarity: All Governors exert 2 additional foreign Loyalty pressure. All your cities with governors receive +25% Gold and +25% Faith.
  • Wish You Were Here: +100% Tourism to all National Parks and +50% Tourism from World Wonders.
  • Sky and Stars: +30% Production to Spaceports and Aerodromes. +15% Science and Production to Cities with either a Spaceport or Aerodrome.
Available from Information to Future Eras
  • [Gathering Storm] Popular Front: +100% Favor from Suzerainty of City-States and Alliance Level. Your Trade Routes to City-States provide +4 to all yields.
  • [Gathering Storm] Military-Industrial Complex: All improved Aluminum, Oil, and Uranium resources yield 2 additional resource per turn. All combat units receive +5 Combat Strength and, if the unit has a range attack, +1 Range.
Dark Age Policies
  • Flower Power, Rogue State, Cyber Warfare, Automated Workforce, and Disinformation Campaign Dark Age Policies are unchanged.
Available from Classic to Medieval Eras
  • Monasticism: +75% Science in cities with a Holy site. BUT: -25% Culture in cities without a Holy Site.
Available from Classical to Renaissance Eras
  • Inquisition: Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. BUT: -15% Science in all cities.
  • Decentralization: Cities with 6 or less population receive +4 loyalty per turn. BUT: Cities with more than 6 population receive -15% Gold.
  • Elite Forces: +100% combat experience for all units. BUT: +1 Gold to maintain each Spy and military unit.
Available from Classical to Industrial Eras
  • Isolationism: Domestic routes provide +3 Food, +3 Production, and +3 Gold. BUT: Can't train or buy Settlers or settle new cities.
Available from Renaissance to Modern Eras
  • Samoderzhaviye: +50% Production in your Capital. BUT: All Governors are neutralized and cannot be reestablished.
Available from Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm] Eras
  • Robber Barons: +50% Gold and +25% Production in Cities with a Bank or Shipyard. BUT: -2 Amenities in all cities.
Available from Industrial to Information [Rise and Fall] or Industrial to Modern Eras [Gathering Storm]
  • Soft Targets: +10 Combat Strength when defending city attacks and attacking district defenses. BUT: -3 Combat Strength against units.
Available from Industrial to Information [Rise and Fall] or Industrial to Atomic [Gathering Storm]
  • Despotic Paternalism: +4 Loyalty per turn in cities with Governors. BUT: -15% Science and -15% Culture in all cities without a Governor
Available from Modern to Information [Rise and Fall] or Modern to Atomic [Gathering Storm]
  • Collectivism: Farms provide +1 production. +2 Housing to all cities. Industrial Zones provide Food equal to their Production bonus. BUT: Great People Points earned 50% slower.
World Wonders

Statue of Zeus
  • Requirements: Must be built adjacent to an Encampment with a Barracks building and on Flat land.
  • Grants 3 Archers, 3 Spearmen, and a Battering Ram. +50% Production towards anti-cavalry units. +3 Gold per turn.
Biosphère
  • Requirements: Must be built along a River adjacent to a Neighborhood district.
  • [Base game and Rise and Fall] When completed receive 100 Science for every Marsh, Rainforest, and Woods in this city. +1 Appeal to tiles adjacent to Rainforest and Marsh in your empire. +8 Science.
  • [Gathering Storm] Receive +200% Power for all Offshore Windfarms, Solar Farms, Wind Farms, Geothermal Plants, and Hydroelectric Dams. This building and these improvements provide Tourism equal to their Power. +1 Appeal to tiles adjacent to Rainforest and Marsh in your empire.
New Map
  • Highlands - Test your civilization against a map dominated by hills and mountain ranges.
Free Game Update

[GAMEPLAY/BALANCE]
  • Georgia’s abilities are now the same in Gathering Storm and Rise and Fall.
  • Resources will now be removed when building Canal connections.
  • Entering the in-game options menu now cancels the ranged attack arrow.
  • +1 Food to Pastures bonus moved from Exploration civic to Stirrups tech.
  • City-State placement has been updated to make invalid positioning less likely to occur.
  • Fixed an issue allowing players to build a Secret Society unique buildings and also the equivalent replacement buildings.
  • Fixed an issue with the Work Ethic Follower Belief where bonuses to districts were not being re-applied after a pillaged district was repaired.
  • Grabbing a Tribal Village by owning the tile it occupies grants Era Score.
  • Barbarians now move to valid tiles when converted in closed-border territory instead of disappearing.
[UI]
  • Alliance type is now displayed in the tooltip when the Agreements category is minimized.
  • Government menu’s list of filters will now scroll when text overlaps the screen.
  • Button styles in multi-select window have been unified.
  • Unique units and infrastructure on Civilopedia leader pages are now presented more consistently.
  • Fixed an issue where quantities for items were not updating after being edited when proposing demands or deals to a human player in the Diplomacy menus.
[AI]

Trade AI improvements:
  • For immediate trades, AI will not trade Gold per turn if the value of the trade is less than 1 Gold per turn. AI will accept that as a gift, not offering anything in return.
  • Allow AI to trade more than one copy of a luxury resource at a time.
  • AI will only trade their last copy of a luxury resource if they are in an emergency situation.
  • Improved AI’s desire for Science and building districts.
  • Additional AI improvements
[MISC]
  • Antioch City-State replaced with the Venice City-State.
  • Fixed an issue that was causing map selection to break.
  • Map visual update now occurs after a player has stopped panning the map to make hitching less likely.
  • Fixed an issue where the “Are You Sure” prompt was not appearing when attempting to exit the game while on the Player Turn prompt during a hotseat game.
  • Fixed an issue where the game could not be force closed except by the Exit to Desktop button when a player had been defeated during a multiplayer hotseat game.
  • Additional text updates.
[CRASH]
  • Fixed a crash that would occur when a Builder cleared a Vampire Castle.
  • Fixed a crash that would occur when defeating units with a GDR.
  • Fixed a crash that would occur when slotting policy cards.
  • Additional crash fixes.
 
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Отличная новость, даже неожиданная. Ждали ХСОМ 3 а тут продолжение цывы. Сказали будет изменение механики, возможно сделают поочерёднные ходы как в Химере. Ждём новостей.

Мне кажется, во втором XCOM немного похерилась атмосфера, хотя оно и лучше XCOM:EW в остальном + и не сказать, что в EW все было идеально в этом плане. Из-за этого не мог нормально играть. А цива все еще остается цивой.
 
This update includes the new Pirates multiplayer scenario, as well as some balance tweaks to previously-released New Frontier Pass content. We’ve also got some general fixes and AI adjustments included in this update. Read on for the full update notes.

October 2020 Game Update

[New Feature]

Pirates Multiplayer Scenario


“Pirates” is a fast, competitive scenario for 1-4 players. Each player takes the role of a Pirate King as they progress on their pirating career. Over 60 turns, players pillage ships and cities, build up their fleets, collect powerful Relics, and strive to become the most infamous pirate in the tropics. The scenario reimagines many aspects of Civilization VI so players can focus on new naval and scenario-specific gameplay. The four Pirate Kings aren’t only battling each other, however. There are also four AI civilizations (Spain, Netherlands, England, and France) fighting to control the map, as well as Buccaneers, this scenario’s version of Barbarians. Some of these barbarous fleets are even lead by history’s most recognizable Infamous Pirates.

Win/Lose: The Pirate King with the highest score at the end of 60 turns wins! Pirate Kings who lose all their units will be eliminated from the match.

Scenario Maps
The Caribbean Islands: A handcrafted map of the historical Caribbean. Cities and ports are placed based on their real-world locations and should be familiar to anyone who has played Sid Meier's Pirates!
Pirate Islands: The Pirate Isles is a map script custom-built for the unfriendly seas of the Pirates scenario, full of mysterious islands, rich and vulnerable ports, and danger.

Pirate Leaders

Dread Pirate

Walk the Plank (Active Ability): Can be used by every ship in the Dread Pirate’s fleet. Immediately sinks any badly-damaged enemy ship in exchange for +3 Movement and +5 Combat Strength for 5 turns.
Fightin’ is What We Do Best (Passive Ability): +10 Gold every time a unit engages in combat.

Privateer
Bring Her Home (Active Ability): Can be used by every ship in the Privateer’s fleet. Captures a badly-damaged enemy ship for the Privateer's patron. Using Bring Her Home grants +5 Infamous Pirate Points and +100 Gold in addition to the usual naval victory rewards. Takes 5 turns to recharge.
Letter of Marque (Passive Ability): Grants the Privateer a randomly-assigned AI civilization as a patron. The Privateer knows the location of all their patron's ports. Pillaging trade routes grants an additional 100 Gold.

Swashbuckler
Tack into the Wind (Active Ability): Every ship in the Swashbuckler’s fleet can Tack into the Wind to double their Movement for a turn. Takes 6 turns to recharge.
Sailing the Open Seas (Passive Ability): The Swashbuckler gains +1 Infamous Pirate Point for every 50 hexes revealed on the map.

Hoarder
Chain Shot (Active Ability): As a free action, all ships in the Hoarder’s fleet can use the Chain Shot ability to anchor an enemy unit in place for two turns. Chain Shot takes 5 turns to recharge.
Mine! Mine! Mine! (Passive Ability): Unit Maintenance cost is reduced by 3. +10 Treasure Points for burying treasure. The Hoarder gets 3% interest on their gold reserves per turn.

Relics
Relics are powerful unit upgrades that occasionally drop when performing actions such as visiting taverns, sinking ships, and finding treasure. Each Pirate King has three slots for active Relics and can swap Relics in and out to customize their playstyle.
Singing Topmen: Reduces unit maintenance cost by 3 per unit.
Cursed Lucky Pieces of Eight: +3 gold per unit maintenance (higher chance of mutiny); 3% interest on gold reserves every turn.
Crates of Rum: +10 gold per turn.
Journal of Captain William Kidd: 50% chance of finding an additional treasure map when visiting a tavern.
Blackbeard’s Short Fuse: Every attack on an enemy ship reduces its movement on the next turn by 1 movement point.
L’Olonnais Cutlery: Gain gold based on the combat strength of defeated units.
The Krakannons: +1 Range for Sloops and Brigantines. +5 Combat Strength for naval units.
Jack Rackham’s Jolly Rogers: Gain 50 additional gold when pillaging a trade ship.
A Bonny Brace of Pistols: +1 additional attack for all units. All units can move after attacking.
Screaming Skull Fireshot: +3 Combat Strength for naval ships.
The North Sea Wind Fishing Floats: +2 movement for naval ships.
English Pointer Figurehead: Every ship will sense the closest unseen ship within 20 hexes.
Black Spot Branding Iron: +10 combat strength when fighting buccaneers or infamous pirates.
Dowsing Rod: Every ship can sense the closest treasure chest within 20 hexes.

[NEW GAME UPDATES]

[BALANCE/POLISH]

Maya & Gran Colombia Pack

Reduce Llanero adjacent strength to +2 (was +4).
Drop Comandante Generals to no bonus movement (was +1 Movement).
Drop Hacienda to .5 Housing.
Hacienda can be affected by Drought natural disasters.
Cost scaling for purchasing the Nihang unit (Tech progression scales to 4x its base cost).
Fixed an issue preventing forest fires and meteor showers from showing up as intended in non-Apocalypse games.
[Gathering Storm] During Apocalypse mode, EYJAFJALLAJOKULL (Vikings Scenario Pack) erupts and can be triggered by soothsayers.
[Gathering Storm] Comet strikes that eliminate districts now permit the player to build the district (in a suitable location) again.

Ethiopia Pack
Trade City-States now give 2, 4, and 6 gold as their envoy bonuses.
Vampires now count Free Cities units as Barbarians for gaining combat strength.

Byzantium & Gaul Pack
[Rise and Fall] In Dramatic Ages, repeated Dark Ages will no longer result in a negative Golden Age threshold score. It is now a minimum of 0.
Updated the Era Score meter in Dramatic Ages to properly display information.

Espionage
Spy missions can no longer be performed in cities of a player you have an Alliance with.
Recruit Partisans mission now pillages the Neighborhood district (so that it cannot be spammed), and spawns only anti-cavalry units (weaker units than previously).

Game Speed Scaling
Faith from the Initiation Rites pantheon and Barbarian camps.
[Gathering Storm] Favor cost of voting.
[Gathering Storm] Aluminum cost for the Lagrange Laser Station and Space Race project.
[Gathering Storm] Uranium cost for nuclear weapons.
Yields from both Tier 1 Naval Raider promotions (Gold), Gorgo’s Thermopylae ability (Culture), God of War Pantheon Belief (Faith), Native Conquest (Gold), Rough Riders (Culture), [Gathering Storm] from kills with the Mandekalu Cavalry (Gold), and [Maya and Gran Colombia Pack] Nihang’s Trehsool Mukh promotion (Faith).
The Great People points gained from the Great Scientist Alfred Nobel.
The amount of Gold obtained from a Barbarian camp.
[Gathering Storm] The Science gained from the Fez City-State.
Unit experience no longer scales with game speed.

General Fixes
[Gathering Storm] Rock Bands can no longer play on pillaged buildings and districts.
Fixed an issue where the Netherlands bonus of +50% towards Flood Barriers was not working.
When forming a Corps or Army within range of a Great General, only apply abilities marked as permanent to the Corps/Army.
Various crash fixes.

[AI]
Reduce interest in AI trading for diplomatic favor in the ancient and classical era.
Decrease AI desire for Diplomatic favor.
Increased desire for Oracle and Pyramid.
Ensure AI repairs city defenses promptly.
Increase value of wall repair project based on value of the city.
Reduced the number of Spaceports an AI builds.
Reduced the value of Faith if they have an already high income.
Improvements to protect Settler units.
Additional AI updates.

[UI]
[Ethiopia Pack] Re-order Governor panel to show Secret Society governors first.
Policy cards now feature their full description in the tooltip.
Fixed an issue where Civilopedia page history hotlinks were not working properly.
The progress meter is no longer shown on Techs or Civics once that it has reached the Researched state.
Civilopedia will no longer leak info on unrevealed techs or civics in Techs and Civics Shuffle Mode.
Unit panel now updates on turn end to show correct states for unit actions.
Beliefs are now sorted by type in the Religion screen.
[Gathering Storm] Added government lens color and used the standard palette for Gathering Storm government colors so they work with colorblindness adaptations.
Added support for painting and selecting tiles in World Builder on touch screens.
Various text updates.

[CONSOLE]
[PS4/XB1/Switch] Fixed an issue where the loading animation for “Loading, please wait…” failed to appear after selecting the Exit to Main Menu button on the pause menu during gameplay.
[XB1] Fixed an issue where a second profile would be missing DLCs after switching from another profile.
[PS4/XB1/Switch] Fixed an issue where only enabling Tech and Civic Shuffle mode caused the incorrect mode information and image to display in the Create Game menu.
[PS4] Removed profile button prompt display in the multiplayer staging room.

**********

Thank you all for your continued support and feedback across our social media channels, the Civilization subreddit, Steam forums and elsewhere. Join the conversation 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.
 
Очередное обновление игры. В ролике присутствуют русские субтитры:
 
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Вавилон, Хаммурапи:
 
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Мда, с балансом у Вавилона... Вот примерно так:
 
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