Compara los precios de Sid Meier's Civilization VI: New Frontier Pass (DLC) en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Firaxis Games. Publicado por 2K Games. Lanzado el 21/5/2020. Disponible en Xbox Series X, Xbox One, PC, Xbox. Géneros: Single Player, Multiplayer, Bird View, Simulation, Strategy.

Six packed DLC bundles that inject eight civilizations, nine leaders, and six toggleable game modes into Civ VI - the most content Firaxis has ever shipped in a season pass format.

The New Frontier Pass is not a traditional expansion. It is a collection of six discrete DLC packs released across roughly ten months, bundled together as a single purchase. Each pack drops at least one new civilization, one new toggleable game mode, and assorted supporting pieces - new wonders, city-states, districts, or maps. The headline numbers are eight new civilizations, nine new leaders, and six distinct game modes, which puts it in the ballpark of a full expansion by volume, even if the individual pack-by-pack drip-feed was a deliberate design choice rather than one cohesive release. From a strategic depth standpoint, the civs are the most interesting variable here. Gran Colombia under Simon Bolivar is a domination machine - every land unit gets bonus movement from turn one, free Comandante Generals arrive each time you hit a new era, and the Llanero cavalry unit snowballs hard in mid-game warfare. Maya under Lady Six Sky is the opposite archetype: a tight, tall-play puzzle where cities beyond six tiles of the capital suffer a -15% yield penalty across the board, housing is tied to farms rather than fresh water or coasts, and the Observatory district only pays off if you planned your settle pattern correctly before turn fifty. The Byzantium and Gaul pack adds two more mechanically distinct options, and Vietnam, Portugal, and Ethiopia each bring viable paths to science, religious, or cultural victories. None of the leaders feel like recolours, which matters at higher difficulty levels where you need every edge your civ provides. The six game modes are where community opinion splits. Monopolies and Corporations is widely praised as a legitimate late-game economy layer that adds meaningful decisions around luxury resources and trade routes - the kind of mode that arguably should have been in the base game. Secret Societies grants access to one of four supernatural factions early in the game, each offering unique buildings, units, and yield bonuses that reshape your city development priorities throughout the run. Dramatic Ages makes the golden age and dark age system from Rise and Fall significantly more punishing, rewarding strong mid-game management and punishing passive play. Apocalypse mode cranks climate change from Gathering Storm to an extreme state, eventually triggering meteor strikes, solar flares, and volcanic eruptions that demand constant disaster management, though reviewers note its novelty wears off faster than the other modes. Heroes and Legends drops mythological units like Hercules and Himiko into the game, which can feel overpowered in early conquest situations. Zombie Defense rounds out the six and is broadly the weakest - entertaining for an evening but too chaotic to integrate into a serious long game. The critical caveat is the expansion dependency. Apocalypse mode requires Gathering Storm. Secret Societies and Dramatic Ages require either Rise and Fall or Gathering Storm. If you are sitting on the base game alone, several headline modes are locked behind an additional purchase. That is a real cost calculation worth making before buying. The Steam reception settled at a mixed score, which largely reflects frustration from buyers who hit that paywall mid-purchase rather than any problem with the content quality itself. Buyers who already own both major expansions consistently report much higher satisfaction. On Xbox, the console port of Civ VI performs solidly for a strategy game of this scope, though the turn speed naturally increases as the game clock ticks past the industrial era. For players who have logged meaningful hours with Gathering Storm and Rise and Fall, this pass is the logical next step. It does not reinvent the systems underneath it - it adds more surface area to an already deep game, and the best modes (Monopolies, Dramatic Ages, Secret Societies) hold up across dozens of runs. If you are newer to Civ VI, focus on mastering the base expansions first. The New Frontier Pass rewards players who already understand adjacency bonuses, great person racing, and victory path management - it amplifies existing depth rather than teaching new concepts from scratch. Diego, Scout Team

Sid Meier's Civilization VI: New Frontier Pass (DLC)
Single PlayerMultiplayerBird ViewSimulationStrategy

Sid Meier's Civilization VI: New Frontier Pass (DLC)

Complemento / DLC de Sid Meier’s Civilization® VI — ver juego completo
21 may 2020Firaxis Games2K Games
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Six packed DLC bundles that inject eight civilizations, nine leaders, and six toggleable game modes into Civ VI - the most content Firaxis has ever shipped in a season pass format.

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The New Frontier Pass is not a traditional expansion. It is a collection of six discrete DLC packs released across roughly ten months, bundled together as a single purchase. Each pack drops at least one new civilization, one new toggleable game mode, and assorted supporting pieces - new wonders, city-states, districts, or maps. The headline numbers are eight new civilizations, nine new leaders, and six distinct game modes, which puts it in the ballpark of a full expansion by volume, even if the individual pack-by-pack drip-feed was a deliberate design choice rather than one cohesive release. From a strategic depth standpoint, the civs are the most interesting variable here. Gran Colombia under Simon Bolivar is a domination machine - every land unit gets bonus movement from turn one, free Comandante Generals arrive each time you hit a new era, and the Llanero cavalry unit snowballs hard in mid-game warfare. Maya under Lady Six Sky is the opposite archetype: a tight, tall-play puzzle where cities beyond six tiles of the capital suffer a -15% yield penalty across the board, housing is tied to farms rather than fresh water or coasts, and the Observatory district only pays off if you planned your settle pattern correctly before turn fifty. The Byzantium and Gaul pack adds two more mechanically distinct options, and Vietnam, Portugal, and Ethiopia each bring viable paths to science, religious, or cultural victories. None of the leaders feel like recolours, which matters at higher difficulty levels where you need every edge your civ provides. The six game modes are where community opinion splits. Monopolies and Corporations is widely praised as a legitimate late-game economy layer that adds meaningful decisions around luxury resources and trade routes - the kind of mode that arguably should have been in the base game. Secret Societies grants access to one of four supernatural factions early in the game, each offering unique buildings, units, and yield bonuses that reshape your city development priorities throughout the run. Dramatic Ages makes the golden age and dark age system from Rise and Fall significantly more punishing, rewarding strong mid-game management and punishing passive play. Apocalypse mode cranks climate change from Gathering Storm to an extreme state, eventually triggering meteor strikes, solar flares, and volcanic eruptions that demand constant disaster management, though reviewers note its novelty wears off faster than the other modes. Heroes and Legends drops mythological units like Hercules and Himiko into the game, which can feel overpowered in early conquest situations. Zombie Defense rounds out the six and is broadly the weakest - entertaining for an evening but too chaotic to integrate into a serious long game. The critical caveat is the expansion dependency. Apocalypse mode requires Gathering Storm. Secret Societies and Dramatic Ages require either Rise and Fall or Gathering Storm. If you are sitting on the base game alone, several headline modes are locked behind an additional purchase. That is a real cost calculation worth making before buying. The Steam reception settled at a mixed score, which largely reflects frustration from buyers who hit that paywall mid-purchase rather than any problem with the content quality itself. Buyers who already own both major expansions consistently report much higher satisfaction. On Xbox, the console port of Civ VI performs solidly for a strategy game of this scope, though the turn speed naturally increases as the game clock ticks past the industrial era. For players who have logged meaningful hours with Gathering Storm and Rise and Fall, this pass is the logical next step. It does not reinvent the systems underneath it - it adds more surface area to an already deep game, and the best modes (Monopolies, Dramatic Ages, Secret Societies) hold up across dozens of runs. If you are newer to Civ VI, focus on mastering the base expansions first. The New Frontier Pass rewards players who already understand adjacency bonuses, great person racing, and victory path management - it amplifies existing depth rather than teaching new concepts from scratch.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

xboxSeason Pass DLCToggleable Game ModesTall-Play StrategyDomination CivsEconomic Sim LayerDramatic AgesSecret Societies ModeMulti-Victory PathsExpansion-Dependent ContentTurn-Based 4X

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Desarrolladora
Firaxis Games
Distribuidora
2K Games
Fecha de lanzamiento
21 may 2020

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¿En qué plataformas está disponible Sid Meier's Civilization VI: New Frontier Pass (DLC)?

Sid Meier's Civilization VI: New Frontier Pass (DLC) está disponible en Xbox Series X, Xbox One, PC, Xbox.

¿Cuándo se lanzó Sid Meier's Civilization VI: New Frontier Pass (DLC)?

Sid Meier's Civilization VI: New Frontier Pass (DLC) se lanzó el 21 de mayo de 2020.

¿Quién desarrolló Sid Meier's Civilization VI: New Frontier Pass (DLC)?

Sid Meier's Civilization VI: New Frontier Pass (DLC) fue desarrollado por Firaxis Games y publicado por 2K Games.