• Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.
  • Sid Meier's Civilization VI: Ethiopia Pack: Screen zum Spiel Sid Meier's Civilization VI: Ethiopia Pack.

Sammlung

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Dieser DLC benötigt das Hauptspiel
Civilization 6
Marktplatz
  • Plattform: PC Veröffentlicht: 23.07.2020
4,99€
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Preis Update 19.02.24

Über das Spiel

Dieses Inhaltspaket führt Menelik II. als Oberhaupt Äthiopiens ein. Äthiopien baut Städte primär auf Hügeln, generiert Glauben und verwendet Meneliks Fähigkeit ""Ministerrat"", um Wissenschaft und Kultur zu fördern. Das Paket beinhaltet außerdem den Geheimgesellschaften-Spielmodus, in dem Spieler auf mysteriöse Organisationen treffen, die ihrer Zivilisation mächtige Fertigkeiten bieten.

Enthält die Zivilisation Äthiopien mit Menelik II., der Spezialeinheit Oromo-Kavallerie und der Geländefeld-Modernisierung Felskirche.
  • Einzigartige Zivilisationsfähigkeit: Aksumitisches Vermächtnis. Städte verdienen zusätzlichen Glauben durch Ressourcen, insbesondere wenn internationale Handelswege ihren Ursprung in ressourcenreichen Städten haben. Äthiopien kann mit Glauben Archäologische Museen sowie Archäologen erwerben.
  • Einzigartige Anführerfähigkeit: Ministerrat. Menelik II. erhält zusätzlich Kultur und Wissenschaft basierend auf dem Glaubensertrag durch Städte, die auf Hügeln gegründet wurden. Zudem erhalten seine Einheiten zusätzliche Kampfstärke beim Kampf auf Hügeln.
  • Spezialeinheit: Die Oromo-Kavallerie verfügt über verbesserte Kampfstärke wie auch Sicht und erleidet keinen Fortbewegungsmalus auf Hügeln.
  • Einzigartige Geländefeld-Modernisierung: Die Felskirche kann nur auf Hügeln oder Vulkanerde errichtet werden. Sie bietet Glauben und zusätzlichen Glauben durch Berge und Hügel. Durch Naturkatastrophen kann sie nur beschädigt, jedoch nicht zerstört werden.


Neuer Geheimgesellschaften-Modus (erfordert das Erweiterungs-Bundle Civilization VI)
  • Ein optionaler, spezialisierter Spielmodus mit exklusiven Regeländerungen:
  • Fügt dem Spiel vier Geheimgesellschaften hinzu.
  • Jede Geheimgesellschaft bietet Spielern einen spezialisierten Gouverneur, der seine Bonusse auf die gesamte Zivilisation anwendet.
  • Geheimgesellschaften können Spielern neue Ressourcen, passive Bonusse, einzigartige Gebäude, Spezialeinheiten oder Projekte zur Weiterentwicklung der Gesellschaft bieten.
  • Setze deine Mitgliedschaft bei einer Geheimgesellschaft dazu ein, in der Gunst anderer Anführer zu steigen und Bündnisse mit ihnen einzugehen.


Neues Diplomatenviertel und neue Gebäude
  • Baue das Diplomatenviertel, einen Bezirk, der nur einmal pro Zivilisation errichtet werden kann und internationale Beziehungen fördert.
  • Verbessere das Diplomatenviertel durch den Bau des Konsulats und der Botschaftskanzlei.

Systemanforderungen

  • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
  • CPU: Intel Core i3 2.5 Ghz or AMD Phenom II 2.6 Ghz or greater
  • GFX: 1 GB & AMD 5570 or nVidia 450 or Intel Integrated Graphics 530
  • RAM: 4 GB RAM
  • Software: Windows 7x64 / Windows 8.1x64 / Windows 10x64
  • HD: 12 GB verfügbarer Speicherplatz
  • SFX: DirectX Compatible Sound Device
  • DX: Version 11
  • LANG: Englisch, Französisch, Italienisch, Deutsch, Spanisch, Japanisch, Koreanisch, Polnisch, Brasilianisches Portugiesisch, Russisch, Chinesisch (vereinfacht), Chinesisch (traditionell)
  • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
  • CPU: Fourth Generation Intel Core i5 2.5 Ghz or AMD FX8350 4.0 Ghz or greater
  • GFX: 2GB & AMD 7970 or nVidia 770 or greater
  • RAM: 8 GB RAM
  • Software: Windows 7x64 / Windows 8.1x64 / Windows 10x64
  • HD: 12 GB verfügbarer Speicherplatz
  • SFX: DirectX Compatible Sound Device
  • DX: Version 11
  • LANG: Englisch, Französisch, Italienisch, Deutsch, Spanisch, Japanisch, Koreanisch, Polnisch, Brasilianisches Portugiesisch, Russisch, Chinesisch (vereinfacht), Chinesisch (traditionell)

Steam Nutzer-Reviews

11 Produkte im Account
27 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 20.01.22 15:29
5/10

Interessante Zivilisationenwahl, aber nur mittelmäßig interessant umgesetzt. Auch der Geheimgesellschaften-Spielmodus added nicht so viel Interessantes.
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61 Produkte im Account
2 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 24.07.20 11:02
Also irgendwie funktioniert das nicht richtig oder ich bin einfach zu blöd dafür! Ich habe Kontakt zu einer Gesellschaft, schicke aber den Governeur dort nicht hin, dann treffe ich auf eine andere und anstatt sich im Governeurmenü die Gesellschaft ändert bleibt immer die Alte die ich nicht will! Egal ob ich auf Pop up oder fortfahren drücke, hab jetzt 5 Stunden rumprobiert und jedes mal bekomme ich nur die gleiche unnötige Geheimgesellschaft
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740 Produkte im Account
180 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 18.02.22 18:32
i will divide this dlc into 2 parts :
-new civilization added to the game. (score : 2/10) (should be 1$)
-new secret societies & the diplomatic quarter. (score : 9/10) (worth 3~5$)
i give this DLC : 8/10 in general because the secret society is a very well added change to the game.
===
i will write this on all my reviews THE AI in this game is broken ! civ5 had an ai that at least worked !
the ai just do nothing ! it literally does not work ! which is odd because at least in civ5 it worked, as bad as it was.
HEY STUPID DEVELOPERS OF THE GAME, FIX YOUR GAME AND AI BEFORE ADDING MONEY GRAB DLC !
the dlc could have been justified if this game was an online game like dota, r6siege, etc...
but since most players play offline this dlc is not justified at all...
every civilization is SLIGHTLY adjusted or a little different than the other civs, adding this DLC to the game does not do anything !
it is like if a car can't start and you can't drive it, buy you go buy leather seats for it !
HOWEVER i LOVE the secret society added to the game, it is amazing. great game changing impact that blends nicely.
the diplomatic quarter is however just 1 district with 2 or 3 building that is nice to have, but it is no secret society.
===
i give this DLC : 8/10 in general because the secret society is a very well added change to the game.
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87 Produkte im Account
20 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 08.04.21 00:52
Settle on a hill, and win the game... there's little else I need to say about this pack, apart from the gamemode which I do find somewhat interesting. Otherwise, it's a broken civilization, with reused animations like most of the New Frontier civilization leaders.
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388 Produkte im Account
41 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 29.03.21 20:22
No
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121 Produkte im Account
27 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 11.03.21 14:54
A pretty good religious civ. The added secret societies game mode is also pretty cool. $5 is an alright price for what it includes.
7/10
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162 Produkte im Account
23 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 22.01.21 23:45
Ethiopia is another overpowered civ used to sell the DLC. Just like Australia and Nubia. Fun to play as, but completely unfair to have in the game with you.
Secret societies WAS a really fun game mode that actually provided a neat game mechanic that somewhat allowed you to even out the unfair bonuses the AI gets, but it got nerfed for no good reason, and is now just another stale game mechanic that adds pretty much nothing.
I wouldn't bother with this or any of the other frontier pass stuff. It does nothing to make this game any more interesting.
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101 Produkte im Account
3 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 25.09.20 00:41
Strongly recommend if you want to have fun and aren't worried about balance.

Ethiopia is strong, but mostly in the early game.

Secret societies are insane and are the selling point of this.
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122 Produkte im Account
8 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 21.09.20 21:53
This DLC only adds one new Civ and the secret societies mode. Just like previous DLCs with new Civs, it's way too expensive.

Be aware: Secret societies mode has nothing to do with historic secret societies. Instead you get fantasy elements like vampires.

Be patient and wait for a big discount during a sale.
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46 Produkte im Account
14 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 17.08.20 15:45
this civ is actually broken, and diplomatic quarter makes it even easier to win diplomatic victory
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89 Produkte im Account
37 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 13.08.20 20:52
They added vampires. VAMPIRES!

Come on...

In additional the societies though interesting, is super unbalanced. One is near useless and two are way better than the other two. (The void cult one is beyond over powered.)


Also noticed my crash to desktops and end of turn hang ups have doubled with this installed.
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197 Produkte im Account
4 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 11.08.20 16:47
Ethiopia the Civilization is interesting enough as a new civ. He's one of the most powerful as well, but not OP, definitely not broken.

BUT the real benefit of this DLC is the Secret Societies. Whilst one is always going to be the most powerful, they still add more choice to the game, and the different abilities they give are very cool.

In fact it seems silly to not have Secret Societies in the name of the DLC to me, since to me its an even larger addition to the game than Ethiopia is.
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207 Produkte im Account
10 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 11.08.20 03:09
Joining a cult has never been better. 10/10. Would join cult again.
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220 Produkte im Account
22 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 02.08.20 03:50
This pack includes one civilization, one district, and the Secret Societies game mode. It is far more game changing than you would expect for a $5 DLC. If you are trying to decide between this or the Maya and Gran Colombia pack then I would recommend choosing this one.

Ethiopia
Ethiopia is the ideal faith civ. They get 15% science and culture from faith output for cities on hills. This bonus stacks very well with the voidsinger's abilities in secret society mode. To top it off they get more faith from international trade routes and an overpowered tile improvement. Seriously, I was able to get 7 faith on one tile with their unique improvement. The game was a breeze on immortal difficulty. My opponents were lagging behind by the medieval era. I don't know whether this was because of the strength of Ethiopia or the abilities of secret society mode. Either way, Ethiopia is a very strong faith civ. One thing that still does bother me is the agenda they decided to go with for Menelik II. He dislikes people who settle near hills. But, hills are over the map. How can you possibly avoid that? I feel like this is going to become one of those annoying agendas.

Secret Societies Game Mode
The Secret Society mode is another optional game mode that changes the way you play the game. Except this one is much more significant than apocalypse mode. There are 4 different societies you can discover and join. You can only join one and once you join one you are stuck with it for the rest of the game. The societies act like empire-wide governors that provide all of your cities with bonuses. I could definitively see myself playing with this game mode for awhile because it boosts various different play styles and gives me a reason to try civs I usually don't play. The societies even affect diplomacy. Civs in a different society than you will like you less and vice versa. Kind of like ideologies. Another interesting thing to note is that when you discover a society it gives you a free governor title. This means you can get governors very early game (which can be really powerful).

Diplomatic Quarter
The first major new district since Rise and Fall. It is like a strange hybrid of diplomacy, espionage, and city-states. It gives you diplomatic favor from embassies and protects nearby districts from spies. It is a one per empire district (like the government plaza). The most game-changing part is its effect on city-states. Many of the city state bonuses have been reworked and now provide some science, culture, faith, etc to the diplomatic quarter along with their usual bonuses to the capital and buildings. This district is ideal for the city-state focused civs (like Greece or Georgia). It also provides more influence points. Without even trying I was able to become the suzerain of almost every city-state in the game by using this district and +2 influence points per turn policy card. The only disappointing part is that they used the same icon for this district as the government plaza. Hard to differentiate between them at a glance without a unique icon.

Conclusion
Now that I'm writing this out I'm starting to realize how overpowered all this new stuff is. Hopefully some of it will get nerfed, but it sure is fun trying them out with some of the older civs. I hope all of the game modes are as all encompassing as Secret Societies.

Additional Notes
  • The AI seems to have improved slightly, which I hope will continue. But it's hard to tell whether they have become better or are just utilizing the bonuses of secret societies. I've noticed them acting slightly better in regards to religion, but not combat.
  • Ever since this update I have been spawning very close to other players on every map type i've played. It has led to many unpreventable conflicts (especially when the AI is armed with vampires). This wasn't common for me before the update so I hope whatever change was made will be reverted.
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717 Produkte im Account
11 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 28.07.20 12:42
Positives: Ethiopia & Diplomatic Quarter district
Negatives: Unbalanced and OP Secret Societies

I would not normally rate DLCs, but I felt like I should rate this one so Firaxis Games can hear my complaint. I love Ethiopia as they give you a new way to play focusing on hills and generating a huge amount of faith. I also love the new Diplomatic Quarter district as it assists defending your empire from spies and gives you some nice bonuses from city states and a nice helping of diplomatic favour for being peaceful and cooperative (need to fix the buildings clipping through each other that seems to appear early in the game.) These are brilliant editions which I'm happy I've purchased and received.

However my disdain for the Secret Societies is over whelming. I know it's an optional game mode which does not need to be played, but it's still content that I purchased through the New Frontier Pass so optional or not, I was still made to buy it. Although getting 4 early government titles is great, it makes the game go too quickly and can be too powerful in the early game, but these 4 free titles are implemented to give you enough for one of the four new secret societies and then three more for their later promotions (which you spend immediately on other governors, and then you would complete the circle by promoting your secret society with the regular governor titles from the Civic tree). The biggest issue with this game mode is the secret societies themselves which take over the game rather then adding to it.

The Hermetic Order's (Alchemists)unique Ley Lines are so sparse and far and few between that there is no reason to go for it; in all my three game as them you only get 1 ley line next to each capital and the occasional desert filled with 7 on the other side of the world. You can only really save-scum this society to see the ley lines and make up your mind whether they are actually worth taking.

The Owls of Minerva (Guild/Illuminati) are probably the most tame/balanced society only getting two extra government policy slots, the possibility for additional trade routes and then bonuses to defensive spies (with a very late game bonus to successful offensive spy missions, but comes too late to actually use).

The Sanguine Pact (Vampires) don't really get any real bonuses other then up to four unique vampire units and their unique vampire castles. Both of these you can up to 4 (one for every 2 eras) and the castles are very cool mechanically, but the vampires are annoying to babysit (harder and more tedious to level up then getting a recon unit to level 3) but then an absolute pain to deal with as they can destroy everything too easily when trained up properly and can't be can't be defeated without retaliatory conquest.

The Voidsingers (Cultists) are the most powerful of all, giving you no real choice as to which to choose as you always want to go with this one. They get they get a unique monument replacement, the old gods obelisk, from turn 1 of the game generating you +4 faith which is enough to kick start your faith economy which then allow you to buy settlers for more obelisks and then rinse and repeat. Add holy sites and a faith-based pantheon to the mix and you simply can't loose as when you reach the Medieval era you then get insane amounts of gold, science and culture equal to 20% of your insane faith on top of your existing commercial hubs/harbours, campuses and theatre squares letting you run away with the game. (This gets even worse with Ethiopia who gets almost the same ability which stacks with this, but is also ridiculous for any other faith bonus Civs such as Russia, Arabia, Poland, India and Brazil)

So all in all; I do recommend this DLC for Ethiopia and the Diplomatic Quarter. But the large looming shadow of a game mode which could of been so good, but instead was a wasted opportunity, is a disappointingly large proportion I and many others will ignore the existence of.
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243 Produkte im Account
7 Reviews
Nicht Empfohlen
0 Std. insgesamt
Verfasst: 27.07.20 03:20
This DLC essentially broke the game. Wide reports of crashes and game hang ups. Would recommend waiting until a patch comes out before purchasing.
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147 Produkte im Account
8 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 25.07.20 01:59
Dang, looks like people were expecting an entire expansion for a $5 price tag. Secret Societies adds a lot of options to most playstyles, and a unique light fantasy/alternate history type of flavor to the game.
Ethiopia is really strong, but in the right conditions the majority of civs are. The only time I could see it as even a potential issue is in a competitive multiplayer game...if those even exist in Civ 6, haha. One roll with substandard hills though and Ethiopia is hit pretty hard.
I never liked old, vanilla Catherine De Medici, but her new persona is way more powerful and dynamic so far; I haven't played new Teddy yet.

I'm definitely taking Steam Reviews with a big grain of salt these days and disregarding them entirely if they're like, one sentence of complaining, about one specific issue that isn't a big deal.
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16 Produkte im Account
1 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 24.07.20 21:01
Both the civ and new game mode are fantastic. Sure, Ethiopia is OP if you cheese the game conditions by picking a Pangea map with abundant resources and new age world so there's more hills, but you can cheese the game like that with many civs that are dependent on terrain/resource types. Excited to see what's coming up with the next update.
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1527 Produkte im Account
48 Reviews
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0 Std. insgesamt
Verfasst: 24.07.20 05:56
This is a fun one. Ethiopia is strong and can really snowball a faith game into any victory condition. The secret societies are very powerful and quite an interesting addition to make certain strategies more viable, or enhancing strong gameplay even further. Overall, It's so cheap you may as well pick it up! Lots of compelling new content to explore!
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91 Produkte im Account
46 Reviews
Empfohlen
0 Std. insgesamt
Verfasst: 24.07.20 00:30
All in all, this is probably one of the few exceptions of good content among the dlc of the frontier pack in my opinion, though I don't have much intention of buying any of the others besides this one which I think is very much worth the 5 dollars. I would say it's marginally better than the previous 10 dollar one that I decided to ignore, and I think the best way to approach the frontier pack is to pick and choose, rather than buying them on whole.

While I would say this civ is rather too powerful for my playstyle (focusing on faith, and getting tons of rewards back on it).

I am not entirely sure if it's over powered, even if it's incredibly powerful.

RNG is a rather big factor when dealing with larger maps against harder A.I., you'll be able to rely less on getting certain pantheons, and more just having to make due. This all in all hurts the faith capability of the civ, though you can always rely on your improvements and general faith abilities. This civ is really nice at getting early faith no matter the land type, if you can improve stuff right away, so that's a strong boon in the early faith issues.

This is the perfect civ for people who generally ignore science or culture districts, and always go hard on faith and religion.

You also can get a ton of faith mid game by trading caravans with allies.

One of the drawbacks is that a lot of the advantages are defensive, though it's a bit hidden, from my experience it seems like the A.I. is allergic to settling on hills, and they are generally rarer in certain maps. This means that conquering A.I. is generally not ideal, as your big advantage is having hill cities that convert faith into science/culture.

As for the Secret Societies?

Are they extremely powerful?: Yes
Do I really like them?: Yes

It also makes getting free governor points nice early game (1 for first or second tribal village, 1 for first envoy, 1 for finding a natural wonder, and 1 for a barbarian camp).

So it is just more.. certain setups are well, broken feeling, I can't disagree with that. But it is an optional mode that I very much am enjoying.
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188 Produkte im Account
103 Reviews
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0 Std. insgesamt
Verfasst: 23.07.20 19:21
Absurdly, brokenly OP.

Currently, IMO this is the strongest civ in the game by a mile.

If you can settle on hills, each city gets a boost to culture and science, to the tune of 15% of whatever faith you are earning. Not overwhelming at first glance...

...but their improvement, the rock-hewn church, can often get 5-6 faith *per improvement* if you have them surrounded by mountains or hills. Combine this with holy sites with a couple adjacency bonus, and it is no exaggeration to say that your combined faith output can be 100+ pretty rapidly.

Now, combine all that: 100+ faith per turn x 15% of faith being added to science and culture means you get +15 to science and culture at that point.

Overall, Ethiopia can have 100+ faith per turn, 50+ science per turn, and 50+ culture per turn absurdly early. As long as you have enough hills for you start location, and know what you are doing, the game is basically over by the time you settle your 5th or 6th city on a hill.

Oromo Cavalry and the extra strength on hills also means that medieval era conquest and defense can be very easy as well.

Yet another a la carte DLC civ that needs a nerf from day 1. At least this would be an easy nerf: set the rock-hewn church to 0.5 faith per adjacent hill, and make it only 5% faith goes to culture and science, and it becomes less silly.

But right now, enjoy the extra double-digit raw yield in the early game (so long as you get the needed hills, at least).
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Release:23.07.2020 Genre: Simulation Entwickler: Firaxis Games Vertrieb: 2K Games Engine:keine Infos Kopierschutz:keine Infos Franchise: Sid Meier’s Civilization
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