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Emergency Declaration (Civ6)

A Nuclear Emergency has been declared against Qin Shi Huang. Robert the Bruce, Victoria, and Cleopatra all have the option of participating.

Emergency Completion - Target Victorious (Civ6)

Seondeok failed to complete her objective during this City-State Emergency, and Shaka emerged victorious.

Emergencies are a feature added to Civilization VI in the Rise and Fall expansion pack. They propose a specific mission targeting a specific civilization (usually one which has just done something serious in the game, such as capturing a city). All civs which agree to undertake the mission are bound to succeed or fail within a specific period of time. If they succeed, they will divide a large pot of Gold Gold and get a permanent bonus of some kind; if they fail, the target civ will receive a bonus itself.

Emergencies in Gathering Storm[]

In Gathering Storm, Emergencies have been incorporated into the new World Congress system. In order for an Emergency to activate, it has to be put to a vote through a Special Session of the World Congress and goes into effect immediately if the resolution receives enough votes to pass.

Since the World Congress only starts meeting in the Medieval Era, Emergencies are now possible only from that era on.

Participating in Emergencies[]

Civilizations can participate in Emergencies only if all of the following hold true:

  1. They know the reason for the Emergency. For example, in the case of a City-State Emergency, they must have met and sent an Envoy Envoy to the city-state.
  2. They are not Declared Friends or in an Alliance Alliance with the target of the Emergency (unless it is a Betrayal Emergency).
  3. They vote in favor of the Emergency during the Special Session - if they vote against it, they won't participate even if the Emergency resolution passes.

If the Emergency resolution passes, all civilizations which vote for it will share visibility and have Open Borders with each other; for all Emergencies other than a Religious Emergency, they will also go to war with the target. Note that this action won't accrue Grievances Grievances, because it is considered an effort of the international community and as such inherently justified. However, if participants take cities other than these targeted by the Emergency, this will cost Grievances Grievances as usual.

Interestingly, each Emergency can override the war status from previous Emergencies. Consider the following situation:

  • Civilizations A, B, and C all vote for an Emergency against Civilization D and go to war with them.
  • Several turns later, Civilizations B, C, and D vote for another Emergency against Civilization A. The vote passes, and as a result Civilizations B and C will immediately make peace with Civilization D (because they are now partners in the new Emergency). Civilization A, on the other hand, will now be at war with Civilizations B and C while also remaining at war with Civilization D.

Resolving Emergencies[]

Each different type of Emergency has a particular goal, and although the different types are triggered by different events, their goals usually include taking a particular city or cities. Of course, this may be achieved by only one civilization, but the system works as a team effort - every participant in the Emergency who contributes will receive the same reward regardless of who delivered the "killing blow."

Participants' contributions are measured through a score system: in every Emergency, taking specific actions will increase a participant's score, and all participants with a score greater than 0 will receive the reward when the Emergency ends. In most cases, Emergencies are conducted through combat, and participants can increase their score by:

  • Keeping units in the target's territory.
  • Attacking the target's units.
  • Killing the target's units.

The only exception to this is the Religious Emergency, where participants increase their score by keeping religious units in the target city's territory (1 per unit per turn).

Finally, most Emergencies have a 30-turn time limit, after which the target wins and gets a reward if the participants haven't achieved their goal. The Emergency ends immediately, however, if the participants achieve their goal at any point before the time limit expires. While it's technically possible for this to happen within a single turn, it will usually take 10-20 turns for the participants to mount an effective assault and overcome opposition.

List of Possible Emergencies in Special Sessions[]

Name Task If successful If unsuccessful Specifics

City-State Emergency

The Target has attacked and occupied a City-state; it must be Liberated! Members gain +1 Gold Gold/turn for each Envoy Envoy they have; members gain 100 Diplomatic Favor Diplomatic Favor Target's Trade Route Trade Routes to City-States gain +2 Gold Gold; Target gains 200 Diplomatic Favor Diplomatic Favor Target gains +20 Loyalty in the target city.

Military Emergency

The Target has conquered the city of another nation; it must be Liberated! Member units gain +5 Healing in the Target's territory; members gain 100 Diplomatic Favor Diplomatic Favor Target gains +2 CS when attacking member units with a City Strike; Target gains 200 Diplomatic Favor Diplomatic Favor Members gain +2 CS against targets' units; +1 MP in target's territory; target gains +20 Loyalty in the target city.

Religious Emergency

The Holy city of a religion has been converted to the Target's religion, it must be converted away from it for at least 16 turns![1] Each member gains a Relic Relic and 100 Diplomatic Favor Diplomatic Favor Target Religion releases a Religious pressure burst in all nearby cities; Target gains 200 Diplomatic Favor Diplomatic Favor

Betrayal Emergency

The target has betrayed its ally; capture their Capital Capital in 60 turns! Target units suffer -3 Strength vs Member units. Members get 100 Diplomatic Favor Diplomatic Favor War weariness for Target reduced when fighting Members. Get 200 Diplomatic Favor Diplomatic Favor Target units suffer -3 Strength CS against Member units. Member units get +1 Movement Movement in Target territory. Trade Route Trade Routes between Members get +2 Production Production.

Nuclear Emergency

The Target has used a nuclear device; capture their Capital Capital in 60 turns! Target units have -3 Strength CS when fighting Member units; Members gain 100 Diplomatic Favor Diplomatic Favor Member cities exert 1 less Loyalty pressure; Target gains 200 Diplomatic Favor Diplomatic Favor Members gain +2 Strength CS against targets' units; +1 Movement Movement in target's territory; target gains +20 Loyalty in the target city.

Civilopedia entry[]

Emergencies are triggered in response to a serious action by a civilization, such as conquering a city-state, converting a Holy City, or launching a nuclear attack. The other civilizations in the game will have an opportunity to join in against the player that triggered the Emergency. Civilizations that are Declared Friends or Allies with the target civilization are only invited to join against Betrayal Emergencies.

The joined civs will work towards a specific goal that must be accomplished within a time limit. There may also be bonuses for members of the group to assist them towards the goal. If the goal is accomplished, all members who participated in the Emergency will receive a special reward and a lump sum of Gold Gold, but if time runs out first, there will be a penalty assigned and the target will receive Gold Gold, instead.

These are the Emergencies in the game:

  • Military Emergency: A civilization that is leading in some victory type has just conquered another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to Movement Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the Strength Strength of their city ranged attack.
  • City-State Emergency: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive Gold Gold per turn for each of their Envoys Envoys there. If the Target retains control of the city-state, then they win, and receive bonus Gold Gold per turn for each of their Trade Route Trade Routes there.
  • Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each member receives a Relic Relic. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. There will then be a surge of pressure of the new Religion.
  • Nuclear Emergency: A civilization has used a nuclear weapon. The Members must capture cities from the Target. The Members receive a bonus to Movement Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in Strength Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty.
  • Betrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance (at least level 2). The Members must capture cities from the Target. The Members receive a bonus to Movement Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's Strength Strength is reduced when fighting them. Trade Route Trade Routes between the Members and the Targets are cancelled, and Trade Route Trade Routes between members provide Production Production as well. If the Members win, then the Target's military units suffer a permanent penalty in Strength Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members.

A civilization's ability to participate in an Emergency is determined by their diplomatic relationship to other civilizations and city-states in the game.

Trivia[]

Most Emergencies get triggered when one player gets a significant lead or advantage in an area. Converting a Holy City to a different religion, or using a nuclear weapon, for example. When triggered, the game determines which other players can join in an Emergency against the target and each player can choose to join or pass. Joining can give permanent benefits, but only if the players are able to complete an Emergency-specific objective against the target in time, otherwise the target gets a benefit instead.

They are a sort of checks-and-balances system. You see, there is a delicate balance to strike – making the game more dynamic and also ensuring it stays fair for players who have developed a strong lead. We’re adding challenges to players who’d get so far ahead of others that the game stagnated towards victory for them. We also did not want to artificially rubberband them down. Emergencies become a great way to attack this game-pacing problem. It also reveals the dynamic world stage for players that have more isolationist play styles. As Emergencies come up, they can be involved with them one way or another.

Videos[]

Civilization_VI_Rise_and_Fall_-_Devs_Play_Georgia_(Emergencies_Deep_Dive)

Civilization VI Rise and Fall - Devs Play Georgia (Emergencies Deep Dive)

Sarah Darney and Anton Strenger demonstrate the Emergencies system.

Related achievements[]

Curse your sudden but inevitable betrayal!
Curse your sudden but inevitable betrayal!
Join a Betrayal Emergency
A reference to the TV show Firefly.
Drama Queen
Drama Queen
Join or be the target of 3 Emergencies in a single game.
A term used for a person (of either gender) who responds to situations in a melodramatic way, often in a bid for attention.
Peacekeeper
Peacekeeper
As Wilfrid Laurier, successfully complete an Emergency
A reference to Canada's establishment of the UN Peacekeeping force in reaction to the Suez Crisis in 1956, which led to the UN being awarded the Nobel Peace Prize in 1988.

References[]

  1. In practice, both sides will compete for religious control over the city for a majority of the 30 turns. The Emergency will end if either side holds the city for 16 turns. This means the target will win in 16 turns if members are unable to convert the city away after the start of the Emergency.
  2. The original text of the page was found here.
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