Sid Meier's Civilization VI - Gathering Storm (DLC) Key
Gathering Storm adds climate change, world congress diplomacy, and revamped natural wonders to Civ VI, the expansion that finally makes late-game matter.
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About Sid Meier's Civilization VI - Gathering Storm (DLC) Key
Civilization VI: Gathering Storm is the second major expansion for Firaxis's turn-based 4X flagship, and it is the one that addresses the series' most persistent weak point: the endgame. Base Civ VI could feel like a victory lap after the first hundred turns, your snowball already unstoppable. Gathering Storm introduces systems that force you to stay alert all the way to the final score screen, and for players who think in terms of long-term resource curves and diplomatic positioning, that is a significant quality-of-life upgrade. The headline feature is the climate system. Industrial and power infrastructure now generates CO2, which accumulates over the game's timeline and triggers rising sea levels, stronger storms, and flooding that can permanently sink coastal tiles. This is not window dressing. A harbor district you built in the Classical Era can be underwater by the Industrial Age if you and your rivals burn coal without restraint. It forces genuine infrastructure trade-offs: do you invest in renewable power sources like hydroelectric dams and solar farms to slow climate impact, or race ahead on coal and accept that your coastal cities will need flood barriers later? Every build order now carries a long-term environmental cost that the base game simply did not model. The World Congress returns in a form much closer to Civ V's United Nations than anything in vanilla Civ VI. Civilizations accumulate Diplomatic Favor by completing certain agendas and placing Envoys in city-states, then spend that Favor to influence votes on resolutions that can flip economic or military conditions for the entire map. A well-timed vote can double tourism output globally or impose sanctions on a runaway science leader. The Diplomatic Victory path, once an afterthought, is now a legitimate route to winning that requires sustained political investment across the mid-to-late game. If you enjoy tracking hidden soft-power metrics alongside your usual production queues, this is the expansion that rewards that playstyle most heavily. Gathering Storm also adds eight new civilizations and nine new leaders, each with mechanics that interact with the new systems in interesting ways. The Maori start already on the ocean with units, making early naval scouting mandatory. Canada thrives on tundra tiles and earns bonus Diplomatic Favor from peaceful play, making it a surprisingly strong Diplomatic Victory candidate for newer players who want to avoid conflict. Mali's Mansa Musa bends gold generation to extremes that let you buy infrastructure other civs have to build, which is a useful way to learn resource management without committing to production micro-optimization. The new civs are not just cosmetic reskins; each one asks you to rethink the standard opening strategies. For newcomers to Civ VI entirely, the honest advice is this: start with the base game first, play through one full campaign, then add Gathering Storm. The expansion assumes you already understand how districts, great people, and city planning work. It layers complexity on top of that foundation. Once you have that baseline, Gathering Storm's added systems click into place naturally rather than drowning you in overlapping menus. The tutorial does not extend to cover the climate or congress mechanics in any real depth, so veterans of previous Civ titles will integrate faster than absolute first-timers. The mod ecosystem on Steam Workshop also remains active, with balance patches and UI improvements that address some of the expansion's rougher diplomatic AI behavior, which can feel passive in the congress sessions. Worth checking the Workshop before your first session. Diego, Scout Team
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Game Info
- Developer
- Firaxis Games
- Publisher
- 2K Games
- Release Date
- Oct 20, 2016