Australian Summer 2017 Patch

Released 2/24/2017

## New

* 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)
		- 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
* Modding Tools
	+ 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
	+ Steam Workshop
		- 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

## Miscellaneous

* Added True Start Location feature, where civs start on the world map at their geographic origin
* Added a City-State slider to game setup

## Balance Changes

* 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

## AI Tuning

* 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

## Bug Fixes

* 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

## Visuals

* Added snow environmental VFX
* Added sand environmental VFX

## Multiplayer

* Added “Turn Unready” button

UI
--

* 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

## Audio

* Adding some missing UI sounds
* VIKINGS DLC:
	+ Added VO, and updated quotes, for three Natural Wonders
	+ Added VO to Natural Wonders while in the scenario

## Miscellaneous

* 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