
Sid Meier's Civilization VI - New Frontier Pass
Six content drops, eight new civs, and game modes that range from brilliant to bewildering: the New Frontier Pass is either the best value in Civ VI's post-launch life or an uneven grab-bag, depending entirely on how deep you already are in the base game and its two major expansions.
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Essential for Rise and Fall or Gathering Storm owners; a patchwork purchase for anyone running base Civ VI alone.
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I've color-coded my Civ VI spreadsheets through Rise and Fall, Gathering Storm, and every balance patch Firaxis ever shipped, so when the New Frontier Pass landed as a bimonthly drip of six content packs across ten months, I tracked each one like earnings reports. The verdict, now that all the dust has settled: this is a substantial but context-dependent addition that rewards players already running the full Civ VI stack, while offering sharply diminishing returns to anyone who skipped the expansions. The headline numbers are real. Eight new civilizations, nine new leaders, and six optional game modes land across the six packs: Maya and Gran Colombia, Ethiopia, Byzantium and Gaul, Babylon, Vietnam and Kublai Khan, and Portugal. Each pack bundles a mode with its civs, which is both its strength and its awkward structural flaw. The mode quality varies wildly. Secret Societies (Ethiopia Pack) is the standout: four joinable factions, each granting distinct units, buildings, tile improvements, and resources that meaningfully reshape your strategic identity from the first contact event onward. Dramatic Ages (Byzantium and Gaul Pack) tightens the Dark Age and Golden Age mechanics so that cities can actually rebel and policy card swings hit harder, making mid-game era transitions feel like genuine decision points rather than bookkeeping. Apocalypse mode cranks natural disaster intensity to an almost absurd degree and adds a scored competition layer on top, which is chaotic fun in multiplayer but less interesting solo. The Tech and Civic Shuffle mode, which randomizes the research trees each game, is a low-cost replayability lever that costs you nothing to toggle and genuinely extends the life of runs you'd otherwise skip. On the civilization side, the design quality is uneven but mostly good. Gran Colombia under Simon Bolivar plays fast and aggressive: every unit gets a free movement bonus and Comandante Generals arrive automatically at each era threshold, which means your army never stalls mid-campaign the way standard Great General fishing tends to. Lady Six Sky's Maya rewards tight, inward-focused city placement over coastal sprawl, which forces a completely different urban planning discipline. Babylon is genuinely polarizing: its science generation rate is so accelerated that it warped competitive multiplayer lobbies on arrival, and Firaxis had to tune it post-launch. Portugal's entire identity is built around trade route multipliers and water map mastery, making it one of the more interesting late-game economic engines added in the full pass. Vietnam is terrain-locked in a design-intentional way, demanding you read the map before placing your first city. Kublai Khan, playable for both China and Mongolia, is a generalist flexible enough to fit into multiple victory paths. The structural catch is the expansion gating. Several game modes require Gathering Storm or Rise and Fall to function, so if you bought the base game alone hoping the pass would round out the package, you will hit hard walls. The Anthology bundle, which includes both expansions alongside the pass and the Leader Pass, sidesteps this entirely and is the cleaner entry point if you are coming in fresh. For veterans who already own the expansions, the New Frontier Pass is close to essential. The game modes alone justify it: Secret Societies in particular has become a permanent fixture in how a large portion of the community approaches every single run. For players who bounced off Civ VI early or who primarily play without expansions, the value proposition is weaker, and a few civs like Gaul feel like deliberate generalist filler next to the more mechanically inventive additions.

Strategy & simulation
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- Intel Core i3 2.5 Ghz or AMD Phenom II 2.6 Ghz or greater
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- 4 GB RAM
- Graphics
- 1 GB & AM…
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- Fourth Generation Intel Core i5 2.5 Ghz or AMD FX8350 4.0 Ghz or greater
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Información del juego
- Desarrolladora
- Firaxis Games, Aspyr (Mac), Aspyr (Linux)
- Distribuidora
- 2K, Aspyr (Mac), Aspyr (Linux)
- Fecha de lanzamiento
- 20 oct 2016
