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Welcome to the developer update for the Ethiopia pack,
the second DLC of the Civilization VI New Frontier Pass.
We're here to introduce you to some of the pack's new game content.
But first, for those of you who've purchased the New Frontier Pass,
this update will also include our new leader personas--
--for Teddy Roosevelt and Catherine de Medici.
Teddy is an interesting historical figure, because on the one hand,
he had an interesting definition of diplomacy--
--given his Big Stick philosophy.
But on the other hand, he was also a staunch conservationist.
Rough Rider Teddy shows him in all his hard-charging, new frontier glory--
--and it's only this version of Teddy that unlocks the unique Rough Rider unit.
His ability, the Roosevelt Corollary,
still gives units additional combat strength on their home continent--
--but now also counts Envoys sent to city-states that you have a trade route with as two Envoys.
Bull Moose Teddy uses Teddy's existing art and focuses on his passion for nature
and high Appeal tiles.
Meanwhle, our alternate Queen of France persona focuses on
collecting as many copies of luxury resources as possible.
And allows her to initiate the Court Festival project in any city with a Theater Square--
--which awards Culture and Tourism based on the number of excess copies of
the Luxury resources that France possesses.
Now, the big themes of DLC 2 are faith, diplomacy, and intrigue.
The centerpiece of the pack is of course our new civilization, Ethiopia.
Its unique ability grants extra Faith from international trade routes
and gives you new things to do with that Faith--
--to help you claim a Culture victory.
We'll be dropping Ethiopia's First Look later this month--
--so stay tuned for all the details on that civilization and and their leader.
This pack introduces a new district, the Diplomatic Quarter.
This is your hub for foreign policy and international relations.
Mechanically, the Diplomatic Quarter grants additional Culture for each delegation
or embassy from a foreign civ.
It also reduces the level of enemy spies targeting that district and adjacent districts.
It's so powerful, you can only have one in your civilization at a time.
The Consolate provides additional Influence points every turn and reduces the level of enemy spies--
--when they target that city or cities with Encampments.
Meanwhile, the Chancery will grant additional Science each time your civilization captures
or kills an enemy spy.
To prevent Envoys from becoming too powerful,
Envoy bonuses are now directly tied to these two buildings as well.
Finally, for players with Gathering Storm or Rise and Fall,
the Ethiopia pack also introduces Secret Societies.
Consider your options carefully, because--whoop, nope--
There's no take-backs and there's no do-overs. There's no--there's no do-overs.
Once your membership is confirmed, you're a member for life.
I mean, um, for the rest of the game. You'll be fine.
Secret Societies offer benefits to those they invite to join their ranks--
--and with your initiation comes a special governor with four unique promotions.
These governors operate in world-wide networks,
and thus have no need to be assigned to a specific city.
Promotion effects offered by Secret Society governors apply to your whole civ.
But who are these societies that you are signing up for?
The Owls of Minerva are puppeteers who mastermind plots behind the scenes
and use espionage to achieve their goals.
Oh god, oh god!
Joining their ranks gives access to the Gilded Vault.
This new building has all the benefits of the Bank--
--but also provides your Commercial Hub's gold adjacency bonus as Culture
and grants an additional trade route--
--for cities with a Harbor.
The Hermetic Order values alchemy and occult science above all else.
Their success comes from theories and inventions that other societies dismiss as mere fairy tales--
--such as Ley Lines, a new map resource only they can see,
which gives standard adjacency bonuses to all specialty districts.
And can even grant bonus yields whenever a Great Person is earned.
Members of the society can build the Alchemical Society--
--a University replacement building that has all of the base University effects--
--but it also provides extra Great Merchant points, Great Engineer points,
increased Production, and Gold.
Perhaps from some lead lying around somewhere.
The Voidsingers follow a dark religion of ancient gods and sow chaos to control adversaries.
Joining them unlocks the Old God Obelisk, which replaces the Monument,
has all of the Monument's base effects--
--and provides additional Faith and Great Works slots.
The Voidsingers also have a unique unit, the Cultist. Purchased with Faith--
--Cultists can spend a charge to recruit followers in enemy cities--
--reducing the target city's Loyalty by calling its citizens to madness.
The Sanguine Pact is a militaristic regime known for sapping enemies of their will to fight,
shunning the sunlight--
--and absorbing nutrients through the blood of their en--these are vampires.
Yeah. They're definitely vampires.
Joining the pact unlocks the unique Vampire unit,
which gains Combat Strength when adjacent units perish.
Instead of dying, Vampires retreat to safety with one HP
and can be healed back to full with some good pillaging.
Vampire Castles can be placed in any empty tile in your territory or in neutral territory--
--grant defensive bonuses and extra yields, and in later eras,
allow you to teleport units between them.
So there you have it. The Faith of Ethiopia, the diplomacy of a new quarter--
--and the intrigue of four new secret societies with very different goals.
Civ fans, you are the best fans in gaming.
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Next month, we'll be talking about the free content coming your way in the next game update.
Thank you for joining us, and remember, when you enter the vaulted halls of the elite,
make your choices carefully.
There's always one more turn.
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