Civilization VI: Rise And Fall Expansion Announced!

After several weeks of teasing from Firaxis, we finally have word on an official expansion for Civilization VI called Rise and Fall. This is not a small DLC, Civ pack, or a seasonal update. No, this is a full-blown expansion in the same vein of Gods and Kings or Brave New World for Civilization V. Want to know more? Read on!


When Civilization VI came out, we took a hard look at it, and found that it came up short. There were a lot of new and revised mechanics in the game like:

  • Unstacked Cities
  • Religion Rework
  • New Research tree
  • Combined Arms
  • Diverse Civilizations
  • Updated Barbarians

We could go on, but you get the drift. Individually, a lot of these mechanics were really good, but when combined, something was missing. Sure, when Civilization V came out, it needed work. A lot of work. But nonetheless, Civ 6 just wasn’t as good as the complete experience one could get from Civ 5. Complaints were made, teeth were gnashed, and Firaxis went back to work.

During the 13 month period after its release, Civ 6 was updated no less than five times. That’s right, five major updates. This is unheard of for a Firaxis game. Not because it was bad, no. But because Firaxis kept updating the game based on community feedback. Bravo!


Now, we have the next update, and this one is huge. Here, straight from the developers:


As your civilization ebbs and flows, and you reach milestone Historic Moments, you will move towards Dark Ages or Golden Ages, each providing specific challenges or bonuses based on your actions in game. Rise triumphantly from a Dark Age, and your next Golden Age will be even stronger – a Heroic Age


Cities now have individual Loyalty to your leadership – let it fall too low, and face the consequences of low yields, revolts, and the potential to lose your city if it declares its own independence. But one civilization’s loss can be your gain as you inspire Loyalty among cities throughout the map and further expand your border


Recruit, appoint, and upgrade powerful characters with unique specialization bonuses and promotion trees to customize your cities, and reinforce Loyalty


An enhanced alliances system allows players to form different types of alliances and build bonuses over time


When a civilization grows too powerful, other civilizations can join a pact against the threatening civilization, and earn rewards, or penalties, when the Emergency ends.


Review your civilization’s history at any time with the new Timeline feature, a visual journey through the Historic Moments that you encountered on your path to victory.


Nine new leaders and eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of eight unique units, two unique buildings, four unique improvements, and two unique districts


Eight new world wonders, seven natural wonders, four new units, two new improvements, two new districts, fourteen new buildings, and three new resources have been added


The Government system has been enhanced with new Policies, including Dark Age Policies, new hidden leader Agendas, new Casus Belli, and additional improvements to existing systems

Do you see what I see?

Those are some serious changes! From your loyal citizenry declaring independence to capable governors that can raise your city output, we now have mechanics that let each city produce some unique experiences.

Then we have the alliance rework on top of civilizations reacting to a runaway player – another amazing change that has been requested for a long time. We expect that the endgame will be significantly improved as a result of this change. 

The return of Golden Ages and the addition of their opposites will bring glory or famine to old leaders and the nine new leaders that will come with this expansion. There is also additional new content: units, wonders, resources, buildings, districts, and more that will flesh out this already abundant expansion. Let’s not forget that we are going to get a revamped government system and a timeline showing us how our empire grew. We don’t know about you, but we certainly missed this classic feature.

So, are you excited? Yes, we thought so. So are we! Keep coming back and checking with us to get the latest and greatest for 4X and strategy news.


















11 thoughts on “Civilization VI: Rise And Fall Expansion Announced!

  1. i’m sorry but i’m not excited at all.

    new stuff is all fine and nice, but their patch-rythm is bad and sill much needs to be fixed with the base game.
    but why fix it when we can bring out an add-on with more diplomatic stuff that the AI will also handle bad.
    and then we can wait for the summer update 2018 till stuff from the add-on gets fixed.

    that is my expectation. so no excitement here.

    but thanks explorminate for the coverage and fine article.



    1. Well, for the first time, Firaxis released a major patch each season. This is unheard of for them. So, I don’t agree with you on their patching. I can understand you sentiment, but here’s another thing, this appears to be a $30 expansion, and that is something too. I am keeping my fingers crossed :D


  2. Perhaps (well, definitely) I’m getting old, but the idea of glomping on MORE complexity and numbers and metrics and stats to deal with doesn’t feel like it’s an improvement. But it’s definitely where 4X has been headed for years, so I guess that’s what people want now.

    Go back and play MOO1, with its five (?) sliders, and tell me truthfully whether you have more fun doing that, or choosing from pages of options and upgrades that give you +1 this and 15% more than, vs. 2 extra the other and 5 more thingies per thingy.


      1. Mind you I don’t subscribe to the school of thought that “micromanagement” is another way of saying “bad”. It’s a bad thing when it’s tedious and repetitive for no good reason, but it can be a source of fun when each change you make is meaningful in some way.


      2. Agreed. The developers should justify WHY they chose to add more complexity and explain what problems it will solve/create VERSUS fixing the bugs/problems already existing that prevent players from really enjoying the game (kudos to the few that do do this). All too often these days it seems like a cash grab to get the not happy people to fork over more in the hopes that this expansion will make the game good (sunk cost fallacy at play). While I know many developers would like nothing better than to fix these things the cynical part of me thinks this an intentional corporate strategy (either done because they don’t care about the community or because they didn’t accurately spec out the scope of the project to begin with).


  3. I believe that developers are adding complexity because that’s what the market is demanding. A lot of people like more micromanagement because it makes them feel like they’re more in control, that whatever happens is because they have a handle on all these different variables; and the more variables that they can control to achieve a victory, the greater the feeling of accomplishment and pleasure they take in winning. To these people, if you have just a relative handful of things to control in the game, the outcome will likely feel more like chance than mastery. So it’s simple psychology, really. But of course you can have too much of a good thing, and all that complexity that can be so rewarding when mastered can morph into a bunch of tedious busy work that starts to feel like more of a distraction than meaningful game-play.

    Maybe the market’s demand for more complexity correlates to a gaming audience that feels less and less in control of their day-to-day “real” lives and are looking to get some feeling of control and achievement through the mastery of certain complex games…? LoL, I’ll let someone else write their dissertation on that.


    1. So where is this demand being asserted in the marketplace? Is it on the steam forums or somewhere else? Is this a post-hoc justification because that would be a convenient explanation of the developers actions? Regardless, I haven’t seen individuals much less the market calling for more complexity in the game to make it “funner”. Psychology is never simple :)


      1. All good questions. We haven’t had too much luck landing interviews with Firaxis types outside of Firaxicon (RIP), but should we land one, please add these questions to the community question list that will be made.


      2. Just speculation on my part, Cullster. I assume that developers, especially have who have been designing these kinds of games for years, have some idea by now of what sells and what doesn’t. If what they’re doing now sells better than what they were doing x-many years ago, then….


  4. I’m looking forward to this expansion. In real life, empires do decline and enter dark ages, a concept largely unexplored in the 4X genre. Up to this point in the Civ games, your empire is always either getting stronger or getting its ass kicked by a specific external opponent (barbarians or rival civs). I’m really interested to see how Firaxis will handle having your empire enter a Dark Age from other factors, and the idea that surviving a Dark Age could pay off with a Heroic Age sounds like a nice way to keep it from getting frustrating. I also welcome the return of cultural conquest.



Please log in using one of these methods to post your comment: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s