 
	
Had a week off. (No, not a holiday, no such thing when there’s a three-year-old in the house). Bit of a break from writing about games. Though I’d rebuild and resupply a little, come back fighting fit, ready for anything GAMESWORLD might throw at me next.
Anything but this. … [visit site to read more]
 
	
I’ve played a million beginnings and around a thousand endings, or at least that’s how it feels. Imagine having seen the first act of Romeo and Juliet a hundred times but never having seen how it ends. That’s my experience with all manner of games, from big story-driven RPGs to some of my favourite strategy epics. I’ve founded so many starter cities that have never birthed a civilization and met so many characters whose fate I don’t know. And this isn’t a case of starting a game and then abandoning it; these are the games that I play again and again, sinking days and weeks into them, restarting but never finishing.
Diablo III is the latest.
 
	
Aside from starting a new tradition of unusually-named Steam Awards, Valve have also pulled out their worn and adored bargain bucket and have begun to fill it with games you ll enthusiastically buy and probably never play. Yes, it’s their Autumn Sale. In the streets, the apocalyptic jockeying for TVs and blenders has started. The moon has turned blood red. And I looked and behold a pale horse, and his name that sat on him was Black Friday, and sales followed with him. … [visit site to read more]
 
	
Well, this really isn’t the chart I’d expected to see at this point of the year. We’re in peak Silly Season, and yet last week’s 10 best-selling games on Steam form a broadly unexpected bunch.
Which is exactly what I like to see.
 
	
Let’s get the important thing out of the way first: YES, YOU CAN NOW RENAME YOUR CITIES. Thank whichever god is at the head of your current pantheon for that>.
There are loads of things that I’d like to see changed in Civilization 6 [official site], even though I think it’s a fantastic game, and a new patch looks like it addresses at least some of my quibbles, including clearer tracking of amenities. The full changelist is here, and I’ve picked out some highlights below. … [visit site to read more]
 
	
	Civilization 6 received a substantial update today in the form of its 'Fall Update' patch, ushering in DirectX 12 support as well as a host of sweet gameplay additions. As far as the latter is concerned, there's a new multiplayer scenario called 'Cavalry and Cannonades', as well as two new map types in the form of Four-Leaf Clover and Six-Armed Snowflake. According to the patch notes, these map types are "designed to encourage more conflict".
As the first major patch for the game, the list of updates and tweaks is extensive. The user interface has received a number of fixes and improvements; AI is better tuned, and the list of bug fixes is very long. You can read the whole spiel over here, and then compare and contrast with some of the beefs Evan had with the game earlier this week.
As far as DirectX 12 support goes, the patch starts with AMD cards, as well as Nvidia Maxwell series cards and upwards. Firaxis advises to make sure your GPU drivers are updated before booting the game.
 
	
 
    
    
   
 		
	 
	
 
    
    
   
 		
	 
	
	AMD has a new hotfix (16.11.4) available for Radeon graphics card owners and guess what? It introduces DirectX 12 support for Civilization 6!   Just kidding (apologies to anyone who just spit coffee onto their monitor in surprised delight), Firaxis and AMD are still working on that. Update: The DirectX 12 patch finally went live, just half a day later than expected. Along with Civ6 getting DX12 support, this driver release helps to ensure everything works optimally with the new DX12 code.
Besides Civ6 tuning and support, the driver release notes mention other items, one of which applies to Titanfall 2. Here are the bugs it stomps out:
There are some known issues AMD continues to work on. They include:
You can download the latest Crimson hotfix direct from AMD.
 
	Civ 6 is real good. I agree with most of the stuff that T.J. had to say about it in his enthusiastic review. I think Civ 6's elegant map breathes a ton of life into the series, and I love the Pixar-quality expressions of the leaders. I like most of the UI, how much individual tiles matter, and that barbarians are smart and annoying. I think the changes to combat are smart.
But alongside these improvements are a pile of annoyances that I am compelled to put on the internet. Here are some discomforts that've sapped my enthusiasm for Sid's Sixth.
This is the big one. When you're about to build a district, Civ 6 tells you what bonuses you'll get for that tile immediately if I drop a campus beside two mountains, I'll get two bonus science per turn, for example. But you can't really check in on those adjacency bonuses mid-game. Is my aqueduct boosting my theater district? How much are my mines helping my industrial zone? It's bonkers that I can't just hover over a tile and have it tell me in detail what benefits it's giving me.
Likewise, some of Civ's biggest nuances go un- or under-explained. For my first playthrough, I struggled to figure out why a city I'd conquered was suffering occupation penalties hundreds of turns later because the (I guess) inconsequential topic of city conquering is afforded a single sentence in Civilopedia, which itself has tons of information gaps. What do you do with captured spies? If I agree to not move too close to my neighbor's borders, will I violate that promise if their borders advance, or if a scout passes by? What determines which type of artifacts spawn from an antiquity site? What's the threshold for gaining or losing the war weariness penalty? If I found a city atop a luxury resource, do I get it?
On that note: I like amenities. I think they're an interesting counterweight to population growth. But they aren't well explained. Civ tells you that amenities are distributed evenly between cities, automatically. But if I have four cities and five amenities, with equal population, who gets the fifth one? Again, it's frustrating to not have perfect information when you're deciding whether to build a zoo or a spy. It also took me too long to understand that duplicate luxury resources provide no benefit, other than being tradable extras.
Some buildings and wonders, like zoos, or a power plant, grant their benefits to all owned cities within six tiles. Getting two improvements for the price of one can be game-changing. Unfortunately, Civ 6 gives no indication of how that six-tile range is determined. If my neighboring city is four tiles north and two tiles east, does that mean it also gains the benefit? You can calculate it out yourself after a building is completed, but again, why isn't there any visualization of this when you're making a building decision?
You can disable this easily by tweaking a text file, but the default camera behavior can be pretty aggravating depending on how many 'awake' units you have and how widely they're distributed over the map.
I enjoyed my run as Teddy Roosevelt. I founded New York and Yosemite on the same turn! Hell yeah. Accumulating great works and great people remains a satisfying part of Civ: deploying Chopin or Mary Shelley or Dvorak and seeing their creations spring to life, fullscreen, feels like grabbing epic loot off a boss in Diablo.
Ultimately, though, tourism in Civ 6 is a number that you watch go up until you win. At the risk of sounding like a broken record, there's no visualization to help me delight in the idea of citizens visiting my museums and resorts. I don't get the same visual payoff that I do with a science victory, where I get to see each stage of the Mars mission shot into space. That's a shame because Civ 6 has some wonderful, handcrafted details: if you build Cristo Redentor, for example, its appearance changes depending on the time of day. But there's no expression of Berlin or Jerusalem being thriving hubs of travel and culture.
Broken record time: tourism's nuances are also poorly explained. I have to do a lot of mouse-hovering over icons to figure out that India's religion is boosting the tourists I get from them, or that, because Germany grabbed the Enlightenment civic, I'm getting fewer tourists from them. Culture also doesn't interact with many of the game's other systems, other than spies. What if tourists had a negative impact on housing?
For many of the same reasons, I find Civ 6's religious victory unsatisfying. Because you've only got three units, it's attrition with very little strategy underneath it. Although some civs like Kongo have interesting interactions with religion, and the 'faith race' to earn a great prophet is interesting, religious warfare essentially operates on a parallel plane from the rest of the game, disconnected from Civ's other systems and goals.
Please, just let me click on the tile I'd like to place my spy.
"Now where did I put Leonardo da Vinci?" Seriously, I had to help two different people find this thing.
It's strange that the Very Useful ability to swap tiles between bordering cities is buried under the citizen management button. Swapping a big farm or production tile can make all the difference when you're managing population growth or wonder progress.
Blame this on my own illiteracy (or on #4), but I didn't find the incredibly useful "View Reports" button until about 40 hours in. It's right there, staring at you in the top-middle of the screen, ready to table a bunch of valuable info your cities' output.
I can click on things within the diplomacy menu while a turn is processing, but that my inputs don't resolve until the turn is done processing. It's weird to be able to push these buttons and have them not immediately respond. Likewise, visualizations like the worker allocation view aren't usable while a turn's being processed.
Housing becomes a big concern in the mid-game before you unlock neighborhoods, and yet Civ 6 hides where housing is distributed across your tiles. There is a UI mod for this, but it's not great.
...And, yeah, the AI, which T.J. dug into in greater detail at the bottom of his review.