Civilization 6: Gathering Storm (DLC)
Complemento / DLC de Civilization 6 — ver juego completoCiv 6's second major expansion rewires late-game decision-making with climate change, natural disasters, a revived World Congress, and nine of the most mechanically distinct leaders the series has ever fielded.
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Gathering Storm is the second expansion for Civilization VI, and it carries the weight of what Civ fans have learned to expect from a second expansion: the moment where a good game stops hedging and commits to being a great one. The core addition is an interconnected triptych of systems - a dynamic climate, natural disasters, and a revamped World Congress - that all feed into each other in ways that genuinely alter how you plan from turn one. Before this expansion, the smart play was almost always to chop every rainforest in reach for the short-term production boost. Now that choice can accelerate CO2 emissions, push the climate meter, and eventually drown your coastal districts under rising sea levels. Every tile is suddenly asking a question that used to have an obvious answer. The climate and disaster systems deserve a detailed breakdown because the numbers behind them are real decisions. Natural disasters - hurricanes, sandstorms, river floods, volcanic eruptions - are not just set dressing. They damage districts, kill units, and recur in the same geographic zones. Tiles are clearly marked to show which elevation will flood at one, two, or three meters of sea rise, so city placement becomes a risk matrix you have to solve in the Ancient Era using data you won't feel until the Industrial one. The upside is that well-placed dams provide flood control and production bonuses, and some disasters even leave improved tile yields behind. The city power system is new here too: coal and oil plants boost district output, but burning fossil fuels accelerates the climate meter. Wind farms and solar panels exist as cleaner alternatives, but unlocking them late means a rival running coal may lap you in the science race while your conscience stays clean. The World Congress - returning from Civ V - introduces Diplomatic Favour as a spendable currency you accumulate through trade and specific buildings. From the Medieval Era onward, resolutions hit every 30 turns and can range from banning technologies for all players to granting tailored bonuses. A fully stocked Favour bank lets you amplify your votes and push through resolutions that neuter rivals or protect your strategy. The Diplomatic Victory is a new win condition sitting at the top of this system. In practice, the Congress is most satisfying when it generates Machiavellian moments - using a city growth resolution to tank a neighbor's loyalty, for instance. Its weakness is randomness: proposals appear without regard for where you are in your plan, and the AI still struggles to vote coherently, often blocking technologies it simply hasn't developed yet rather than reasoning strategically. The AI has been a persistent criticism of Civ VI across its entire lifespan, and Gathering Storm does not fix it at any difficulty below Immortal. Where Gathering Storm earns its strongest marks is the new roster of nine civilizations (with Eleanor of Aquitaine playable as either England or France, the first dual-civ leader in the series). Firaxis sharpened each civ's identity by deliberately weakening them in one dimension while strengthening another. Mali under Mansa Musa generates less production from mines but vastly more gold, pushing you toward buying buildings and units rather than constructing them. The Maori sacrifice Great Writer slots and the Amphitheatre's Great Work capacity but gain culture, faith, and tourism from unimproved tiles, effectively rewarding a conservationist strategy in a genre built on exploitation. Dido of Phoenicia can relocate her capital entirely. Matthias of Hungary turns city-state levying - a mechanic most players ignored - into a standing army. The asymmetry here is deeper than any prior Civ VI expansion and is genuinely the expansion's highest point. Play by Cloud mode also makes its debut, letting multiplayer games proceed turn-by-turn asynchronously with email notifications, which is the only realistic way most adults will ever finish a multiplayer Civ game. The honest caveat is that most of Gathering Storm's weight lands in the Industrial Era and later. Early game play for non-disaster-adjacent civs is largely unchanged from base Civ VI, and players who found mid-game pacing sluggish before will not find relief here. The future era tech tree also draws mixed reactions - rock bands generating tourism via concerts is a fun late-game active mechanic, but the broader future tech progression feels uneven. If you are coming in cold with no prior Civ VI experience, get the base game solid first, then layer in Rise and Fall for the Loyalty mechanic, and only then add Gathering Storm so the systems stack in a logical order. The expansion does not require Rise and Fall to run, but the full picture is richer with both. For anyone already invested in Civ VI, Gathering Storm is the expansion that finally makes the late game worth planning for from turn one.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- Memory
- 4 GB RAM
- Storage
- 12 GB
- Graphics
- AMD 5570 / nVidia 450 (1 GB VRAM)
- Processor
- Intel Core i3 2.5 Ghz / AMD Phenom II 2.6 Ghz
- System requirements
- Windows 7/8.1/10 (64-bit)
Recomendados
- Memory
- 8 GB RAM
- Network
- 16 GB
- Graphics
- AMD 7970 / nVidia 770 (2 GB VRAM)
- Processor
- Fourth Generation Intel Core i5 2.5 Ghz / AMD FX8350 4.0 Ghz
- System requirements
- Windows 7 / 8 / 8.1 / 10 (64-bit)
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Información del juego
- Desarrolladora
- Firaxis Games
- Distribuidora
- 2K Games
- Fecha de lanzamiento
- 14 feb 2019

