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Storms are a type of natural disaster in Civilization VI: Gathering Storm. They are the only type of disaster which moves around the map (see below for more details) .

There are four different kinds of storms, each one related to a particular terrain.

  • Effects:
    • May cause damage, or destruction on District Districts, improvements and units along its path;
    • May kill Citizen Citizens from nearby cities;
    • Exists for 3 turns, moving around the map;
    • Depending on the type of storm, may 'fertilize' (adding Food Food potential), or bring minerals (adding Production Production potential) to affected land tiles.

Tornado[]

Tornadoes are storms which start in Grassland or Plains terrain. They tend to be more concentrated than other storms, less widespread but inflicting greater damage. They are one of the few disasters which has no beneficial effect on tiles - it just destroys!

Blizzard[]

Blizzards are storms which start in Tundra terrain. They freeze and damage everything in its path. There is a chance they might 'rough up' the frozen tundra and snow tiles, adding Food Food potential.

Blizzards can be summoned by a Soothsayer when standing on a Tundra, Tundra Hills, Snow or Snow Hills tiles in the Apocalypse Game Mode.

Dust storm[]

Dust storms start in Desert terrain. Besides the destruction they bring, they may also distribute minerals from the desert and increase Production Production or Food Food in affected tiles.

Dust storms can be summoned by a Soothsayer when standing on a Desert or Desert Hills tiles in the Apocalypse Game Mode.

Hurricane[]

Hurricanes start at sea. They are the largest storms, but may wreak the least havoc potentially, simply because they may move mostly, or wholly on Ocean tiles without touching land at all! Of course, islands are particularly vulnerable to hurricanes, as they are small patches of land inserted into the ocean, and may fall easily in the storm's path. Hurricanes are especially destructive to Naval units.

Hurricanes may also fertilize land tiles they happen to pass over, but they bring mostly Food Food.

Storm movement[]

Storms are unique among disasters in that they last for three turns, during which they will 'sweep' around the map. This means that the storm will appear in a particular area in turn 1, then move to another area in turn 2, and again in turn 3, after which it will dissipate. The storm moves in a general direction (visible from the Climate screen and in tooltips), and at each step will move its 'center' along a vector represented by the direction. The 'new' center of the storm is usually 3-4 tiles removed from the previous location.

During each move the storm also affects tiles along its path (although you will just notice its new location several tiles removed from the old one). This is evidenced by the damage done to units which are neither in location A or B, but in a location C which is in between the first two locations. All in all, a single storm may well affect as many as 80 - 100 tiles! This makes storms the most destructive and unpredictable type of disasters, able to cover huge areas of the map.

Storm severity and effects[]

Each storm has 2 different severity levels: higher severity increases area covered and brings higher destruction, but also a higher chance of fertilization. In the table below you will find the percent chance for each damage type to occur, as well as the chance of an affected tile to gain +1 of the given yield as base yield bonus.

Type Severity Area affected Effects
Tornado Family 1 tile Improvements Pillaged: 75%; Improvements destroyed: 35%

Districts Pillaged: 20%; Buildings Pillaged: 60%

Outbreak 3 tiles Improvements Pillaged: 100%; Improvements destroyed: 75%

Districts Pillaged: 75%; Buildings Pillaged: 100%
Population loss: 20%
Civilian units destroyed: 20%; Units damaged: 40 - 60 HP

Blizzard Significant 7 tiles Improvements Pillaged: 50%; Improvements destroyed: 25%

Districts Pillaged: 15%; Buildings Pillaged: 40%

Food Food added: 10%

Crippling 19 tiles Improvements Pillaged: 100%; Improvements destroyed: 50%

Districts Pillaged: 50%; Buildings Pillaged: 100%
Population loss: 15%
Civilian units destroyed: 20%;

Land Units damaged chance: 100%; 40 - 60 HP

Naval units damaged chance: 60%; 40-60 HP

Food Food added: 20%

Dust Storm Gradient 3 tiles Improvements Pillaged: 75%; Improvements destroyed: 35%

Districts Pillaged: 20%; Buildings Pillaged: 60%
Food Food added: 10%; Production Production added: 20%

Haboob 7 tiles Improvements Pillaged: 100%; Improvements destroyed: 75%

Districts Pillaged: 75%; Buildings Pillaged: 100%
Population loss: 20%
Civilian units destroyed: 20%;

Land Units damaged chance: 100%,: 40 - 60 HP

Naval units damaged chance: 60%; 40-60 HP
Food Food added: 20%; Production Production added: 30%

Hurricane Category 4 7 tiles Improvements Pillaged: 75% (100% on Coastal Lowland);

Improvements destroyed: 35% Districts Pillaged: 20% (100% on Coastal Lowland);

Buildings Pillaged: 60%
Naval units damaged chance: 60%,: 40 - 60 HP
Food Food added: 30%

Category 5 19 tiles Improvements Pillaged: 100%; Improvements destroyed: 75%

Districts Pillaged: 75% (100% on Coastal Lowland);

Buildings Pillaged: 100%
Population loss: 20%
Civilian units destroyed: 20%;
Land units damaged: 40 - 60 HP
Naval units damaged: 60 - 80 HP
Food Food added: 45%; Production Production added: 15%

Note that after the Antarctic Late Summer Update Storms gain an additional destructive effect past Climate Change Phase V, called desertification. This effect consists of removing tile yields gained earlier in the game from other disasters! The chance of this occurring is 15% for Phase V Climate change, plus additional 15% per each successive level. Also since the Antarctic Late Summer Update Storms will lose their fertilization effects after Climate Change level IV. They won't start removing yields gained, though.

Unit immunities[]

There are certain Civ abilities and Leader bonuses that confer immunity to units (military and otherwise) of the associated civilization with regards as to damage from specific types of storms. Hojo Tokimune's Divine Wind bonus granting immunity to Japanese units from Hurricane damage, and the Russian civilization's Mother Russia ability protecting Russian units from Blizzards are examples of this. Such immunities open up both strategic and tactical possibilities as well as potentially allowing for rapid disaster response & recovery.

In-game disaster descriptions[]

Type Severity Description
Tornado Family A tornado slowly descends from a summer storm, and people seek refuge.
Outbreak A fast-moving line of storms gallop across the darkening summer sky, with tornadoes ominously forming beneath.
Blizzard Significant An icy wind sweeps blanketing snow across the landscape, as living creatures huddle in their dens.
Crippling The howling wind and lashing snow turn sky and land white. Familiar forms disappear beneath frozen mounds.
Dust Storm Gradient The sun is an angry orange disc in a hazy sky as people scurry about their business, cloth wrapped around noses and mouths.
Haboob From far off people see the approaching wall of driven sand, and scatter to seek safety before the scouring wind!
Hurricane Category 4 Pelting rain and a howling gale mark the arrival of a mighty hurricane.
Category 5 The wind screams, the torrents of rain fall, and the waves drive inexorably ashore. Little can stand where this hurricane passes!

Gallery[]

Civilization VI Disasters [edit]

Comet Strike1 2DroughtFloodForest Fire1Meteor Shower1Nuclear accidentSolar Flare1 2Storm (Blizzard • Hurricane • Sand storm • Tornado)Volcanic eruption

1 Requires a DLC2 Apocalypse mode only
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