Before we start, let me put this big disclaimer out there: I'm testing preview code, which is incomplete and very likely not fully optimized. Things might change by the time Civilization 6 launches on October 21, though the things I'm about to test are probably not high on the priority list. So, can you run Civilization 6 on a laptop with integrated graphics? The minimum system requirements are pretty tame:
A 1GB discrete GPU from AMD's 5570 class or Nvidia's 450 class? Yeah, just about everything should be at least that fast these days. But what if you're using an older system how do those stack up against a three-year-old laptop? I've got some bad news for you. Even a rather anemic HD 5570 is going to be faster than Intel's HD Graphics 4400, by about 30 percent, though newer laptops with 5th and 6th gen Intel Core parts are probably close to the HD 5570. AMD's APUs should fare better, with the 2013/2014 chips delivering roughly HD 5570 performance.
I don't have all of those parts sitting around for testing, but what I do have is a modern quad-core i7-6700HQ notebook. Sure, it has a beefy graphics card as well, but I set Civ 6 to use the integrated graphics. Intel's HD Graphics 530 in this case is a moderately potent graphics solution, likely better in some ways than an HD 5570, and I wanted to see what it could do.
Let's start with image quality, because that's going to be key. I selected the Medium preset first, created a new game, and was promptly greeted by 15 fps. Nope, that ain't gonna cut it! This is the start of the game, with one settler and one warrior unit on the screen and a bunch of stuff hidden by fog of war. Dropping to the Low preset (which is really minimum quality everything is turned off) helped immensely, giving me a solid 30-35 fps. Here's what those two settings look like:
The drop in image quality is pretty noticeable, but shadows are the only real difference. Everything looks a bit flat without the extra shadowing, but if it means double the framerate and potentially opens the game up to non-gaming laptops, it's not a terrible price to pay. (If you're interested in the other image quality presets, the High and Ultra settings mostly increase the amount of geometry relative to Medium. The jump from Medium to High basically cuts performance in half yet again, give or take, but from High to Ultra is only about a 10 percent dip.)
So, 30-35 fps while zoomed out, but that's at 1920x1080 and only at the start of a new game. Fast forward to 575 BC when there's more going on and performance while zoomed out was noticeably slower around 20 fps but zooming in a bit could get me back above the 30 fps mark. Also, Civilization games aren't about twitch reflexes, so even 20 fps was manageable in a pinch.
In most games, performance for integrated graphics ends up limited by the number of pixels you render, so I figured dropping from 1920x1080 down to 1366x768 would provide another boost to performance. Only rendering half the pixels ought to help, but in this case it didn't seem to matter much I gained maybe 1-2 fps. It looks like the biggest bottleneck with Civ 6 on low-end graphics solutions (especially Intel) is going to be geometry throughput.
What will that mean for other Intel GPUs? None of them are officially supported by the game, and apparently with good reason. If HD 530 only hits 20-30 fps, and that's still relatively early in the game, I suspect the late game on larger maps will absolutely choke lesser graphics chips. I checked another laptop with Intel's HD Graphics 4600 (Haswell) and found framerates in the mid-teens, and on Ultrabooks it would be even lower. On the other hand, the same laptop using a GeForce GT 750M did OK, pushing 30-40 fps.
Update: There's another option for playing Civ6, and that's the strategic view. The problem is that you're left with icons for everything, so figuring out the units can be a bit difficult, but frame rates at least aren't a problem. Intel's HD Graphics 4600 was able to push 80+ fps in strategic view. That doesn't say much about the time between turns, though strategic mode also tends to speed up movement in my limited experience.
It's not the ideal experience, but if you really want to play Civilization 6 on your laptop's integrated graphics, it's possible. You can either stick with the Tiny map size, try not to zoom too far out, and bring a jug of patience, or you can play from the strategic view and forget about all the fancy graphics.
Over the last week, we've had unfettered access to a preview build of Civilization 6 that let us play games from beginning to end. We had 10 of the game's eventual 20 civs to choose from and were limited to Prince difficulty and certain map types and sizes, but we were able to experience the game itself otherwise unhampered. This gave us time to really dig into some of the big changes we've so far only seen briefly at preview events and in promo videos.
There are city districts, a culture-based "tech" tree, a religious victory, and more big changes that have a significant impact on the long-running series. Tom and T.J. have a logged a combined 50-plus hours in Civ 6 over the last week forsaking their responsibilities and families for the sweet taste of "one more turn..." to find if these changes were good, bad, or just different for the sake of different.
Tom: There s a whole lot more to consider when picking a spot to found a city in Civ 6. Districts have adjacency bonuses and tile requirements that need to be considered well before you ever plan on building them. For example, if you don t have a flat hex adjacent to both your city center and a source of fresh water, you won t ever be able to build an Aqueduct in that city, plain and simple. It adds an extra layer of depth to city planning beyond just checking what resources are nearby, and is something you can really only learn through trial and error.
T.J.: Which can be a little frustrating on your first couple starts, but I like that it makes it far more difficult to drill down to an optimal city layout. And once you get a bit more experience, you realize that you might have to make some sacrifices early on, like not building a holy site to have room for an effective industrial core in the later eras. In fact, having the district that grants bonus production unlock so late is definitely a game-changer for civ veterans, as spam a lot of production buildings early used to be one of, if not the, dominant strategy for all empires.
Tom: Yeah, the need to specialize certain cities especially ones with limited housing, which caps your population is really exciting. My capital still tended to become a super city that could do everything, but eventually I just ran out of tiles to build on and had to look to my other cities to fill certain roles. You can only rush so many wonders before you literally run out of land to build them on! At first I didn t really get why Firaxis introduced districts, but it makes city planning a lot more challenging in the best possible way.
T.J.: I was kinda bewildered by how small Civ 6 s tech tree seemed at first, but then I realized a lot of stuff had been moved to the new civics tree. This creates some interesting cases where you can be ahead technologically but behind socially, or vice-versa, and helps make the science rush playstyle a bit less of a no-brainer.
Tom: As someone who usually goes for a cultural victory, I do love that those points are going to something beyond border expansion and civic bonuses in the early game, but it s a little strange to me that they decided the answer was another tree. I like that culture is used for substantial unlocks, but I still enjoyed that the civics trees in Civ 5 had their own flavor to them. But I suppose sharing a common form allowed both trees to benefit from the new tech boosting eureka moments, which are one of my absolute favorite new features. They let you adapt to what s actually happening in your game by directly rewarding you for it.
T.J.: It unlocks a totally new way to play the early game, if you so choose. Reading the tech and civics trees as mini quest logs and actively maximizing your progress through them can be a lot of fun if you re not going for early war, and in past Civs might have just been sitting around waiting for buildings to finish. I likewise miss the different civics trees with their own themes though a lot of that has been moved into the government types and policy cards, which are a bit more dynamic.
T.J.: Religion was kind of an accessory added in the Gods & Kings expansion in Civ 5. It was a nice accessory, but it really played into other elements and victory conditions rather than being a game of its own. Civ 6 changes this by adding a victory condition for essentially converting the world to your religion, and introducing the somewhat hilarious theological combat , where competing missionaries can bombard each other with sky-born rays of truth and righteousness until one of them gives up and decides to go home. Something that never, ever happens in internet debates, but can happen in Civ 6.
Tom: I like that religion has a victory condition, but the whole system currently feels like one of those things that is waiting to be fixed in an expansion. I don t know about you, but I found the theological combat to be extremely one-dimensional and dull, especially when the AI decides to start massing religious units to storm your empire. It s almost exactly what was wrong with Civ 4 s unit stacking that Civ 5 tried to fix and Civ 6 has expanded upon. Civ 6 s actual combat has increased nuance through the new support units and combining units into Corps and Armies, while spreading and defending your religion is just spam a bunch of dudes and walk towards your opponent.
T.J.: The reason I love this change is that it shows a recognition that singleplayer and multiplayer in a strategy game are different beasts. If you try to make AI leaders behave like a human opponent, it s just never going to work. Agendas give the AI leaders goals that are varied, interesting, comprehensible, and discoverable (in the case of the hidden ones). They re much more fun to play against because they re not trying to play like people. They re crafted to be interesting opponents to a human player.
Tom: I totally agree. It makes the sometimes obtuse behavior of each AI leader a lot clearer. You can specifically see what will make someone happy or mad, and then watch as they don t like you anyway because the AI is the meanest and I hate them. Seriously, does any leader on the same continent as me ever just want to be buds?
T.J.: I m also astonished how overlooked the introduction of cassus belli (needing a reason to go to war) has been in Civ 6. Going to war without justification greatly increases your warmonger penalty, so the AI leaders further act as a check on naked aggression that can be mitigated with civics that unlock religious, colonial, or territorial wars. Denouncing an opponent and waiting five turns waives this requirement, but gives them a decent heads up that war may be coming. It also decreases the incidence of surprise wars the AI declares against you in the early game.
Tom: I like that you can also finally make the same demands your AI opponents would make of you (don t settle near me, move your troops, etc.) to them, and then hold them to those demands. In general, AI leaders don t seem too much smarter than previous games at least on Prince difficulty but they are significantly more understandable in how they react to you and how you can influence them.
Tom: As I explained in my preview video last month, unit movement doesn t round up anymore and scouts can no longer waltz through rough terrain. I m pretty torn on this change. I may just need to get used to it more, but the limited movement feels a lot more frustrating to deal with in the early game. Everything is (predictably) slower, and trying to move an army through a thick jungle can be downright infuriating.
T.J.: A lot of people have been seeing this as a general nerf to military units, but I like to view it rather as a buff to specialized units. If you have a unique unit that ignores certain terrain-based movement penalties, like Kongo s, that s a pretty huge deal now, and completely changes how you conduct war as or against that civ. It also gives more of a combat role to scouts who have earned the Alpine and Ranger promotions, whereas in Civ 5, they were mostly just used for exploration. In addition, the fact that roads auto-build along trade routes opens up some interesting choices. Do I want to trade with the civ I eventually plan to conquer and give them resources, in exchange for an easy highway to attack them with?
Tom: Sending a trade route to a nearby opponent before declaring war is the dirtiest tactic, and boy do I love it to death. I really like not having to use workers to lay down roads (especially considering workers are now expendable builders) and worry if the maintenance cost of my highways will one day sink my empire. And the movement change does make those roads more important to get down when you can, but I m just grumpy and impatient. I ll get it over it I suppose...
A month ahead of its release, I ve spent a week with Civilization VI [official site]. The build of the game is near-complete, though only ten of the twenty civs are playable and there are some limits on startup settings. When I heard that I d be able to play so much of the game so long before release, I hoped that was evidence of 2K s confidence in what they had to show.
Whether that s true or not, they should be brimming with confidence. Civ VI is excellent.>
I’m trying to think who it could be. I don’t really have enemies any more, or not knowingly so. Some forgotten bully from school who never left our hometown and is still obsessed with tormenting me? A fellow journalist whose article I might have drunkenly tweeted something rude about in 2009? Someone I unfollowed or unfriended because they were tiresome or awful? You Know, Those Guys? Or: all of them, working together. Pooling their life savings to buy as many copies of a certain game as they can. Make no mistake: someone’s out to get me. It’s the only possible explanation.
The Iain Banks novel Complicity> dedicates a fair few words to the system requirements of Despot, a fictional game which is basically Civilization (Banks had a bit of a Civ problem). If even Iain Banks didn’t shy away from such responsibility, I hardly can.
With Civilization VI [official site] now less than a month away from launch, the system requirements are now finalised. As you’d expect, they’re not too strict, running on most PCs from the past four years or so.