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.
Ubisoft is having an open beta for Steep this weekend, its open world extreme sports game that has players grabbing life by the horns like in Point Break, minus the illegal activities, of course. If you're planning to partake and own a GeForce graphics card, there's a new Game Ready driver release ready, version 375.86.
"Game Ready drivers provide the best possible gaming experience for all major new releases, including virtual reality games. Prior to a new title launching, our driver team works until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day one," Nvidia says, in case anyone needs a refresher.
In addition to being optimized for the Steep beta, the 375.86 driver release also provides tweaks for The Division Survival DLC, Battlefield 1, and Civilization 6. Nvidia also added a temporal SLI profile for Call of Duty: Infinite Warfare and fixed a handful of issues, several of which are carryovers from previous driver releases. Here are the ones the release notes list for Windows 10:
And here are the two that apply to Windows 8/8.1 and Windows 7:
There are several open issues that Nvidia is working to fix. One of them is a bug that crashes The Division Survival when changing from full-screen to windowed full-screen, which only seems to happen in Windows 10.
You can download the latest Nvidia graphics driver here and view the accompanying release notes here (PDF).
Civilization 6 [official site] is a wonder in singleplayer, though we do have some complaints: the AI still struggles at times and diplomacy isn’t quite the revolution we’d hoped for. The perfect way to sidestep would be to play with non>artificial intelligences, who can conduct diplomacy using swear words and cruel deceptions. We sent our cultural ambassador Robert Zak onto the internet to test out Civ 6 multiplayer in all its forms. Here is his report.
We’re nearly at the end of silly season: most of the big releases are out now, with only Watch No Underscore Dogs Two really still to go. It’s been a messy one for a lot of the big companies, by all accounts. Let’s see how it shook out during Dishonored 2 launch week.
I’m a positive person. In life, I tend to find a bright side even if I’m lost in the dark, and I look for the best in people even if they’re concealing their best incredibly well. As a games critic, I tend to think of myself as harsh though, because analysing the best qualities of a thing often means finding all the fine points that fail to work along the way. Despite that, looking back at my reviews over the last couple of years, I can’t help but notice that I appear to like games. Quite a lot actually. I am almost always positive about the games I play and I figure it’s worth explaining why that is.
Last week, like drinking mulled wine on a chilly November evening, I found great comfort in a Steam top ten that seemed to reflect the wide, weird and wonderful nature of modern PC gaming. After months of recurrent names, it was a bright new dawn of variety. Anything is possible.
I am a fool. … [visit site to read more]