Sid Meier’s Civilization® VI

This didn't work.

You can play Civilization 6 without ever founding a city not even with your first Settler in the Ancient Era but only kind of. I first tried this without modding Civ 6 at all, hoping that if I acted fast enough, I could level up my starting Warrior by finding settlements, and then successfully siege and take a city-state. This did not work.

As you can see in the screen above, Brussels easily defeated my Warrior, took my Settler, and I lost on turn 16. I hope that's a record. But I was determined to find a way to play Civ 6 without founding any cities, because once I decide on a stupid self-imposed rule there's no giving up. So I allowed myself only a slight change: I modified Eras.xml so that I would start in the Ancient Era with two Warriors and an Archer. I cheated, but only just enough to get off the ground. It's hardly even cheating, if you think about it, but please don't think about it.

Within minutes I had done it: I started a game, and without founding a city I captured a capital, Toronto. This is pretty impressive, considering I didn't cheat even a little bit. Not at all.

You can almost see the Maple Leafs blowing a two goal lead in the third period from here.

As a Canadian, I should probably be offended that Toronto is a city-state and not part of the great Canadian civilization. Really, I'm more bothered that they chose Toronto and not Quebec City or Montreal, both of which have greater history. But who cares: Canada is Aztec country now.

This whole scenario gives me an idea: what about a game where everyone starts with two Warriors and an Archer, but no Settler at all? The only way forward for each civ would be to capture a city-state as its capital. Sounds fun, though I'm doubtful the AI can handle it. I try it anyway.

On first attempt, it doesn't work at all. I forgot that when I conquered Toronto, I was playing as the Aztecs, who have a special Eagle Warrior unit that replaces the Ancient Era Warrior. With two regular Warriors and an Archer, there was no way I could capture a city state: my Archer could only do 15-21 damage per turn, and the city regenerated 20 health per turn. My Warriors, meanwhile, couldn't attack without losing most of their health and needing several turns to heal.

No one can win this battle.

If you're wondering why that image is so orange, I was playing at 1 am (naturally, it's Civ) and forgot I had Flux on. You should use it. But also turn it off for screenshots. Anyway, I went back to mucking with Eras.xml to see if I could start with no Settler, two Warriors, and two Archers to make this work, but no matter what I did Civilization 6 seemed insistent on starting me with only one Archer. Eventually I got frustrated and just pasted a bunch of units in and that's when it decided to work.

That'll do, pig.

Well this is nice, isn't it? I have no problem taking a city-state as my capital with this army: in just nine turns, I capture Nan Madol. Unfortunately, the world rankings suggest my AI opponents aren't so clear on how to proceed. I lead in every victory category because they haven't captured cities. I give it a few more turns, but no luck. I'm the only one who knows how this game is played.

So let's go back to my first game, where everyone started with a Settler but I just chose not to use it. I may be dead broke (units cost upkeep money even if you don't have a city generating gold) but I've captured Toronto, and now I have my sights set on Buenos Aires.

Yes, I will do your city-state quest. That's what this army is for.

Buenos Aries falls easily. I like that unprotected cities aren't a huge deal to take early on in Civ 6. But with all my troops scattered as I seek out new states to conquer, I become worried that I may be subject to the same treatment: my neighbor to the east, Egypt, randomly got in touch to tell me that my army is puny and I'm dumb. Or something like that. The point is that it was rude, and greatly displeased the people of Aztec-Canada.

Without declaring war, Cleopatra beings amassing troops near the border of Toronto. With my starting Settler still nestled in the city which is sort of annoying because it means I can't hide Builders there during wartime I begin moving troops to confront my Egyptian foes. It's time to see if, despite being behind by several turns of production and research, I can make an Ancient Era civilization mine.

The AI Cleopatra isn't exactly subtle about her intentions.

Egypt only has two cities, Shedet and the capital, R -Kedet. I march toward the weaker city of Shedet, and thanks to my Archers and Aztec Eagle Warriors, I capture it without much trouble even before my brand new catapult makes the trek from Toronto. Buenos Aires, meanwhile, is being defended from Civ 6's more aggressive Barbarians by a single Archer, which is a pain in the ass, but I manage to complete the Hanging Gardens there anyway. Things are looking pretty good for my no-city-founding playthrough.

This is what you get for calling my army puny.

I was always irked by how Civilization 5 discouraged conquering with revolts and unhappiness not that bombarding a city with arrows and then marching in with axes wouldn't cause those things, but it was such a pain I typically installed puppet governments or razed cities when what I really wanted to do was expand my empire while keeping it under my creative control. To a degree, I think it was Civ 5's wording that turned me off captured cities didn't really feel like mine, even if I got them up and running again.

I'm glad Civilization 6 simplifies this: Keeping a city no longer suspends its production, instead making it less productive until the war is over and it's negotiated for at the peace table. It's lost a bit of Civ 5's nuance eg, installing a puppet government until the war is over, and then annexing only the best cities when you can afford to buy courthouses to cheer everyone up (when have they ever done that?) but I feel much more encouraged to expand through war if that's what I want to do. And with my rule that I won't found any cities, it's the only way forward.

Instead of settling things at the peace table, though, I've decided to smash the peace table with an axe. Every few turns Cleopatra offers me a deal, even offering to let me keep Shedet, but I ignore her and march toward R -Kedet. Despite all her big talk, she didn't have much of an army at all (this was on Prince difficulty, so not too hard). Egypt falls to the Aztecs.

My civilization at turn 110 with four cities and my starting Settler hanging out in Toronto.

I never took an aggressive approach in Civ 5, preferring to expand on my own and turtle. But I was always annoyed by city-states hogging land I wanted, so much that I started turning them off altogether. Now that early wars aren't quite so much of a drain, though, I'm really enjoying being an all out warmonger in Civ 6. I would make a terrible world leader.

If you want to muck with the starting conditions yourself, it's pretty easy. Find your Civilization 6 install folder, which if it's in Steam's default location will be C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI.

From there, navigate to \Base\Assets\Gameplay\Data and find Eras.xml. Make a copy of it to back it up, then open it in a text editor. Scroll down to the 'MajorStartingUnits' section and you'll find a bunch of lines which define which units players start with depending on the starting era, some with extra variables, such as 'AIOnly' which gives the AI extra units at harder difficulties.

If you want to start an Ancient Era game with an archer, for instance, you'd add the line:

I had to do some experimenting because as I mentioned, it mysteriously refused to accept my changes for a while (which probably just means I introduced a typo somewhere), but using the existing lines as examples you should be able to set up any starting units you like. Scroll further in the file and you can define starting buildings, governments, civics, and techs as well.

If I manage to win this game without ever founding a city, I'll let you know. But more likely, because it's what I always do with Civ, I'll get to the Renaissance Era and decide to start over with a new stupid rule.

Sid Meier’s Civilization® VI - contact@rockpapershotgun.com (Adam Smith)

I’ve been playing a lot of Civilization 6 recently and I love it dearly. It’s not perfect though. Nothing is, of course, but Civ 6 also suffers because it’s a strategy game so it has all kinds of problems with its AI. When I first started writing a critique of what does and doesn’t work when it comes to the AI, I rather lazily typed out something like that previous sentence: has there ever been a strategy game with AI that is praiseworthy rather than passable? There’s a part of me that has become an apologist for clumsy AI routines in strategy games.

Here are a few artificial intelligences that need the fewest apologies.

… [visit site to read more]

Sid Meier’s Civilization® VI - contact@rockpapershotgun.com (Alec Meer)

I have played Civilization [official site] games as long as there have been Civilization games. I have always enjoyed them. I have always hated winning them. … [visit site to read more]

Sid Meier’s Civilization® VI - contact@rockpapershotgun.com (Alec Meer)

Though Adam was the first to settle in the brave new world of Civilization 6 [official site], Alec and Pip have since spent the weekend establishing their own outposts in Sidland. The three of them now form an uneasy alliance to discuss the strengths and failings of the game.

Grievances are aired at length about its new Diplomacy system, jumbled UI and opaque nature, while its vibrant look and elaborate nature are praised. And has learning to play Civ become like learning to play Dota? Let us parley. … [visit site to read more]

Sid Meier’s Civilization® VI - contact@rockpapershotgun.com (Philippa Warr)

I hate Philip II of Spain

Now that I’m past the first 100 turns political offers seem to be turning up with greater frequency. I hate negotiating with AI civilizations so I have decided to appoint former Manchester United manager, Sir Alex Ferguson as my diplomatic advisor. I cannot afford actual Alex Ferguson so I am, instead, opening his book, A Year In The Life: The Manager’s Diary, at random and reading until relevant advice presents itself.

… [visit site to read more]

Oct 25, 2016
Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

As I predicted, so it shall soon come to pass. The same game in no less than four slots in the Steam chart (comprising, as always, those games which sold best over the past week). Out, damn top-spot hoggers. … [visit site to read more]

Sid Meier’s Civilization® VI - contact@rockpapershotgun.com (Alec Meer)

Alice O’Connor, we would have words. In fairness, Civilization VI [official site] did> have a smooth launch – it’s only post-launch that things have gone ever so slightly wrong. It may not even be the game’s fault as such. The problem is that good old Windows has decided that Civ VI is a threat to something other than getting to bed at a sensible hour, and for many people this is preventing the game from loading.

There is a fix, fortunately, but I’ll only share it with you if you pay me 184 gold per turn and give me all your Tea and Uranium. … [visit site to read more]

Sid Meier’s Civilization® VI

We're still waiting on word from Firaxis about when we can expect mod tools, but all the loose Lua and XML files hanging out in Civilization 6's directories already give us the opportunity to do some good tweaking. Mostly thanks to the eagle eyes of the Civit subreddit, here are a few ways to customize Civ 6 to your liking and get it running better. (Also read our Civilization 6 review if you haven't already we like it a lot.)

Fix slow loading or freezing

As always, update your video drivers if you haven't recently. But if you've done all the standard troubleshooting and just getting to the Civ 6 main menu is still a long process, or it hangs on the way there, Windows Defender may be causing your grief. It definitely was for me: before I added an exception, loading the menu took ages and it would hang if I alt-tabbed.

To create a Windows Defender exception in Windows 10, open your PC's settings from the Start Menu. Click on 'Update & Security' and then select 'Windows Defender' in the side menu. Select 'Add an Exclusion' and choose to exclude a folder. Select the whole Civilization 6 install folder if it's installed to the default Steam directory, that'll be: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI.

And that's it. If Windows Defender was your problem, the main menu should now load much faster and it ought to be a little more forgiving about alt-tabbing. If that doesn't work, Reddit user LoadTimes has some other suggestions.

Disable the startup logos

It's easy to disable the main intro video it's in the options menu, under 'Application' but also getting rid of the logo splash screens is slightly trickier. The trick comes from Reddit account Civ6LogoSkip, which is a very specific account to have, but a very useful one to us.

Navigate to \Base\Platforms\Windows\Movies in the Civilization 6 install directory see the fix above if you don't know where to look, or right click on the game in your Steam library, then select Properties > Local Files > Browse Local Files. Unfortunately, just deleting logos.bk2 will cause Civ 6 to hang while loading. Instead, we have to replace it with a blank video.

Rename logos.bk2 to something else, and then either make a copy of WipeRight.bik and rename it logos.bk2 to replace the logos with a brief pattern, or (even better) download this blank bik video and use it instead.

Use WASD to control the camera

Reddit user Xacius has the details on this tweak. First, unbind W and A in the settings so you don't accidentally attack when you mean to move the camera. Now navigate to Civ 6's UI directory ([Your Install Directory]\Base\Assets\UI) and open the file WorldInput.lua with a text editor (WordPad works fine). Search for 'DefaultKeyDownHandler' to find the function we want to edit. You'll see four if/then statements which handle input from the arrow keys: Keys.VK_UP, Keys.VK_RIGHT, Keys.VK_DOWN, Keys.VK_LEFT. To add WASD control, we just need to tell it to also check if the WASD keys are pressed.

Here's how the 'if' statements should look when you've edited them:

if( uiKey == Keys.VK_UP or uiKey == Keys.W ) thenif( uiKey == Keys.VK_RIGHT or uiKey == Keys.D ) thenif( uiKey == Keys.VK_DOWN or uiKey == Keys.S ) thenif( uiKey == Keys.VK_LEFT or uiKey == Keys.A ) then

Now find the 'DefaultKeyUpHandler' function and make the same change, save the file and try it out. For more on how to muck with the controls, check out Xacius's comprehensive post.

Increase scroll speed

This is another tweak from Xacius. Open WorldInput.lua (in the folder \Base\Assets\UI) and search for the variable local PAN_SPEED. The line should look like this:

local PAN_SPEED :number = 1;

Just change the number to 2 to get around the map faster.

Change font sizes

Settings for fonts and their sizes are stored in Civ6_FontStyles_EFIGS.xml, which you'll find in \Base\Assets\UI\Fonts. Open the file with a text editor to start mucking with it, but save a backup first. I haphazardly set all the fonts to size 24 or higher and the result wasn't exactly attractive, as expected.

Turn off unit cycling

Unit cycling which automatically swaps focus to the next available unit drives me pretty nuts in wartime, so I was happy to see Reddit user Miramosa's tweak.

The option to turn off unit cycling did make it into the options file, but apparently not into the actual menu. The file you're looking for is UserOptions.txt, which you should be able to find in Documents\My Games\Sid Meier's Civilization VI. Find the line that reads 'AutoUnitCycle 1', change the 1 to a 0, and save.

Enable team multiplayer

As Andy has written about in more detail, there is a way to enable team multiplayer in Civilization 6, even if Firaxis isn't ready to enable it officially. A 2K rep told us that this is "not a feature supported" by Civ 6, and recommends backing up any files you mod.

Team multiplayer is easy to flip on, though. Find the file StagingRoom.lua in your Civilization 6 install directory (it'll be in \Base\Assets\UI\FrontEnd\Multiplayer\) and open it in a text editor. Search for the line 'playerEntry.TeamPullDown:SetHide(true);' and change its value to false. Note that 'playerEntry.TeamPullDown:SetHide' appears other places in the file, but only one is set to true by default, so be sure to find that one. There's a note above it that reads 'IMPORTANT: DISABLING TEAM PULLDOWNS UNTIL DAY 0 PATCH' if you aren't sure. We're our own Day 0 patch!

Sid Meier’s Civilization® VI

Civilization 6 is out and it is exceptionally good. One thing it's missing, however, is an option for team multiplayer. But it looks like the feature is coming, based on the findings of this Reddit thread, and more interestingly for the daring (or reckless) among you, there is a way to enable it, to a limited extent, right now.

A number of references to team multiplayer have been found in the game's code, along with a comment in the XML stating, "Important: Disabling team pulldowns until day 0 patch." The general consensus is that the feature was planned and then kiboshed, probably due to some bug that reared its ugly head at the last minute. But you can re-enable it, as instructed in the Civ Fanatics forum, by editing line 1134 ("playerEntry.TeamPullDown:SetHide") in "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI\FrontEnd\Multiplayer\StagingRoom.lua" (or whatever path you use) from "true" to "false."

Even though you can turn it on, you may not want to rush to do so, since team multiplayer clearly hasn't been fully (or even mostly) implemented. According to follow-up comments, civilizations can't share research or technology, and while teammates can see one another's starting locations, areas of the map uncovered after the beginning of the game are not shared. Victory conditions aren't shared either, so it's impossible to achieve a team victory.

And of course there's always the risk of crashes that can so easily arise from this kind of horsing around. "At the moment Team Multiplayer is not a feature supported in Civilization 6," a 2K rep said. "If someone is going to mod any of the game files or XML files to change how features work, this is obviously at their own risk, so always backup the files they re planning to mod beforehand."

I think the "at their own risk" part bears repeating.

Civ 6, as we noted here, is "very moddable," but even so this sounds like one that you might want to stay away from, especially since official team multiplayer support (hopefully in the relatively near future) looks like a sure thing. I won't judge if you just can't wait, though and if you do give it a try, let us know how it goes in the comments.

Thanks, PCGamesN.

Sid Meier’s Civilization® VI - contact@rockpapershotgun.com (Adam Smith)

I come to you with knowledge that may help you in your quest to conquer worlds yet to be generated, and will also make the process much more appealing. All of the hours I’ve spent with Civilization 6 [official site] so far have taught me a thing or two, and I’ve filled the gaps in my learning by searching the internet for fixes and quality of life tweaks to address some of my complaints. Below, you’ll find help on managing districts, armies, amenities and the rest, as well as tips on some of the smaller things, like map rotation (yes, it’s possible!) and other camera controls.

… [visit site to read more]

...