Significant Changes Upcoming for 'Civilization VI' With 'Rise and Fall' Addition


“Sid Meier’s Civilization VI” has been the standard bearer for the franchise for a little over a year. In that time, civilizations have come and gone, prospered and withered, and risen and fallen.

There have been several additions to the game since its release, increasing the number of leaders and scenarios. A planned expansion, “Sid Meier’s Civilization VI: Rise and Fall,” will be the first to introduce significant changes that the developers at Firaxis Games hope will provide more interesting and unique gameplay and is scheduled for release on Feb. 8, 2018.

Loyalty is going to be an important part of how a civilization grows and develops. Ages, both golden and dark, will impact how vibrant cities become and how much they want to stay with you.

Game eras, measured by how far a player advances in the tech or civic tree, will have their own arcs and objectives. This will help earn those ages, keeping borders secure or opening them up for opportunity to enemies.


Loyal cities are more likely to put pressure on surrounding cities, including those of other civilizations. The developers wanted to “reexamine” how borders could change through non-militaristic ways. The use of city loyalty helps keep things in flux, especially when governors are involved.

Governors used to be the automated rulers of cities, to help keep them managed without oversight. In the upcoming addition, governors can be shuffled from city to city, helping them specialize and providing a unique set of powerful bonuses.

Governors will also have a skill tree of promotions, and players will have to decide whether to spend points on promoting an existing governor or creating a new one. Their different skills and personalities will add another layer for players to consider when trying to determine a course of action.

Alliances will also change how civilizations interact with each other and how they can work towards specific goals, for mutual benefits. There are different types of alliances instead of just non-aggression, and they level up. It should offer more choices of how to deal with neighbors or rivals.


The unexpected is difficult to simulate without making it seem contrived. The new addition will have emergencies that are triggered when a civilization gets a significant lead or advantage in an area. Other players can join in the emergency against the target, but everything is time-based.

If only Godzilla would appear out of the ocean….

The changes will add to the myriad of ways players can seek victory. But the developers want players to think short term as well as long term. Historic moments are mini-achievements that help increase era scores and will also be added to a timeline that shows all accomplishments in a game.

It sounds like a cool way to see what you’ve done, but it is also a way to remind you what you were doing if you had to step away for a few days.

Nine new leaders and eight new civilizations will offer players more choices about the story they want to tell. Those details will be released as the expansion release date of Feb. 8 approaches.