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The June 2020 Update for Civilization VI was released on June 25th, 2020. The following is a complete list of change notes.

Red Death - Season 2 [PC only] Edit

See Red Death (Civ6)
  • New Playable Factions
    • Aliens – They’ve always been here... watching from the shadows - The Alien faction specializes in camouflage technology allowing them to turn invisible and ambush their enemies or escape dangerous situations. They also have health regeneration upping their survivability in any given skirmish.
    • Zombies – Civilization’s undead rise for humanity’s final moments - The Zombie faction replaces all combat units with Zombie Hordes. These units can’t heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.
  • Faction Unique Abilities - Every faction, both old and new, has been outfitted with a unique ability.
    • Aliens – Xenological Camouflage: All units can use Xenological Camouflage to become invisible to most units. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage.
    • Cultists – The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status.
    • Borderlords – Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location.
    • Jocks – Hail Mary: Small tactical nuke that can be launched from any combat unit. Has a smaller blast radius of 1 hex.
    • Mutants – Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death.
    • Preppers – Improvised Traps: Units can build the Improvised Trap that causes damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions.
    • Pirates – Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map.
    • Mad Scientists – Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage
    • Wanderers – Road Vision: Grants active visibility on all previously revealed terrain.
    • Zombies - Barely Weaponized Zombies (Passive): Killing a non-zombie enemy unit creates more Zombie Hordes. Zombie Hordes do not suffer combat penalties when damaged. City Ruins, Raider Camps, and Supply Drops grant additional Zombie Hordes instead of traditional units.
  • Observer Mode – Upon defeat, players can now activate Observer Mode to watch the remainder of the match. Chat from players using Observer Mode will be hidden to remaining players.
  • You hear that? That’s the wasteland wind. Civilization VI’s narrator joins the Red Death as game commentator!
  • Additional quality of life and AI improvements implemented.
  • Kick Voting
  • Players now have the option to boot uncivilized players from their multiplayer games. A vote can be initiated through the in-game chat panel.

Balance/Polish Edit

Items in the list below apply to the Gathering Storm ruleset only.

  • Religion/Beliefs
    • (NEW) Sacred Places – Founder: +2 Civ6Science Science, Civ6Culture Culture, Civ6Gold Gold and Civ6Faith Faith for each city following this Religion that has a World Wonder.
    • (NEW) Holy Waters – Enhancer: Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
    • Lady of the Reed and Marshes – Pantheon: +2 Civ6Production Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Civ6Production Production from Marsh, Oasis, and Desert Floodplains.)
    • Dar-e Mehr – Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Civ6Faith Faith and +1 additional Civ6Faith Faith for each Era since constructed or last repaired.
    • Gurdwara – Worship: Grants +1 Housing6 Housing, +3 Civ6Faith Faith, and +2 Civ6Food Food. (Before just +3 Civ6Faith Faith and +2 Civ6Food Food.)
    • Pagoda – Worship: +3 Civ6Faith Faith and +1 Diplomatic Favor (Civ6) Diplomatic Favor (Before +3 Civ6Faith Faith and +1 Housing6 Housing)
    • Feed the World – Follower: Shrines and Temples provide +3 Civ6Food Food and +2 Housing6 Housing each. (Before Shrines and Temples provided Civ6Food Food equal to their Civ6Faith Faith output.)
    • Religious Community – Follower: International Trade Routes provide +1 Civ6Gold Gold for every Temple and Shrine in the origin city. (Before Shrines and Temples each provided +1 Housing6 Housing.)
    • Warrior Monks – Follower: Spending Faith to train Warrior Monks. Also, Culture Bomb adjacent tiles when completing a Holy Site. (Before only allowed spending to train Warrior Monks.)
    • Work Ethic – Follower: Holy Site district's Civ6Faith Faith adjacency bonus provides Civ6Production Production as well. (Before just +1% Civ6Production Production for each follower up to 15%)
    • Church Property – Founder: Removed
    • Cross-Cultural Dialogue - Founder: +1 Civ6Science Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
    • Pilgrimage – Founder: +2 Civ6Faith Faith for each city following this Religion. (Before +2 Civ6Faith Faith for every city following this religion in other civilizations and City-States.)
    • Tithe – Founder: +3 Civ6Gold Gold for each city following the Religion. (Before +1 Civ6Gold Gold for every 4 followers of this Religion.)
    • World Church – Founder: +1 Civ6Culture Culture for every 4 followers of this Religion. (Before +1 Civ6Culture Culture for every 5 followers of this Religion in other civilizations.)
    • Burial Grounds – Enhancer: Removed

Misc Edit

  • Play-By-Cloud functionality restored for all players.
  • Various crash and performance improvements implemented.
  • Additional general bug fixes and polish.


Civilization VI Game Update - June 2020

Civilization VI Game Update - June 2020

Kevin Schultz, Kat Berkley, and Anton Strenger announce the update.

External linksEdit

Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

AgendasBeliefsBuildings (Unique Buildings) • City-StatesCivicsCivilizationsCompetitions GS-OnlyDistrictsImprovementsLeadersPantheonsPolicy CardsProjectsPromotionsResourcesTechnologiesTerrainUnits (Unique Units) • Wonders (Natural Wonders)

AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFuture GS-Only

Ages R&F-Only (Historic Moments R&F-OnlyTimelines R&F-Only) • BarbariansCity (AmenitiesCapitalGovernors R&F-OnlyHousingLoyalty R&F-OnlyPopulation) • Climate GS-Only (Disasters GS-Only) • CombatDiplomacy (Emergencies R&F-OnlyEspionageGossipGrievances GS-Only WarmongeringWorld Congress GS-Only) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTrade RoutesVictory

Civ6Culture CultureDiplomatic Favor (Civ6) Diplomatic Favor GS-OnlyCiv6Faith FaithCiv6Food FoodCiv6Gold GoldPower (Civ6) Power GS-OnlyCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

DLCGame ModeModdingScenariosSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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