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CIVILIZATION VI |OT| He's Got the Whole World in His Hands

I'm disappointed by the lack of single player Scenario type missions. I assume these will be coming in later DLC?

The brief description for the first four pieces of dlc that the deluxe version will get for free (presume the rest of us will have to pay for) did mention scenarios as being in them. Although as to the amount or quality of them it is any ones guess.
 
Under diplomacy click "Discuss" and there should be an option to tell them to not convert your cities. Not that they'll listen. The best way is to kill the missionaries.

This has been available in the other three games I've played where I founded a religion, however for some reason in this playthrough where I didn't found a religion the option isn't available. Is there a civic for it? I actually wanted to use it as a casus belli to avoid the warmonger penalties.

Generally speaking, when you conquer a civilization you should be able to co-opt their religion and use it for a religious victory. Maybe a one time high faith purchase to move the religion's headquarters to your capital. On the harder difficulties I'm actually finding it really difficult to get a great prophet to found a religion.
 

Danj

Member
I think maybe I'm approaching this game wrong. Instead of picking a civ/leader I like and then trying to win a victory, I'm thinking maybe I should pick a victory that I want to win and then choose a civ, build order, research order etc. all based on that?

Supposing I want to achieve a Science victory, what would be the best civ to try that with? And are there any guides or videos with tips on how to actually achieve it?
 

Grug

Member
I think maybe I'm approaching this game wrong. Instead of picking a civ/leader I like and then trying to win a victory, I'm thinking maybe I should pick a victory that I want to win and then choose a civ, build order, research order etc. all based on that?

Supposing I want to achieve a Science victory, what would be the best civ to try that with? And are there any guides or videos with tips on how to actually achieve it?

China is pretty good for a science win, the extra 10 percent Eureka bonuses are nice. Allow your surrounding resources to dictate your early scientific development... don't lock yourself in to a set tech build order. You need to adjust to the variables and curveballs of each game..

Basically, you need to prioritise campus districts and building and pro science civics/policies and get those spaceports up and running before anyone else does. The key however (which goes for any type of victory in Civ) is not to be too blinkered by your win condition that you leave yourself exposed militarily, culturally or religiously. Science victories take time and if you aren't careful another civ will get one of the other victory conditions first. You also have to keep your economy ticking over and keep your citizens happy with amenities, housing and food.

It's a learning process to find that balance.As a general rule. spend 40-50 percent of your production on science and then the other 50 percent on the other factors combined... keep the cash coming in (grab luxury items and get trade routes happening) build enough faith so that you can train apostles to offset a religious rush by another civ, defend your cities militarily and maintain a moderate level of culture to slow down an opposition cultural victory and allow you to rush through those civics.
 

Shane86

Member
I'm fed up of AI sending all their units up to my borders and just camping them there. There needs to be an option to ask them to remove them, and if they don't it should give you a Cassus Belli "Pre-emptive strike" maybe.
 
Played around with builds this morning, nothing comes close to the German Hansa rush as far as I know.

Really easy to rush apprenticeship, and regardless of civ I'm not sure why you wouldn't. All the techs along the way are super useful (currency, horseback riding, writing) and very easy to boost. As Germany you get an industrial zone that is half off since it's a unique district.

In essence, pretty early in the game, you can plant a new city, drop a trade route in it for +2 food +4 production (early commercial hubs = more trade routes), and build a Hansa first thing in like 8-10 turns (I play on quick speed, but it's insanely fast relative to whatever speed you play).

On top of this, Germany's ability to have an extra district means you can get 4-5 cities with Campus, Commercial Hub, and Hansa very very early and you snowball into a monster. It's really fun but very OP.

If Germany isn't being banned in multiplayer games yet, I'd expect it to be soon.

I just played a bit of Germany, but messed up because I didn't fully understand the unique benefits of the Hansa. I thought it still maintained the bonus from mines, but it actually loses that which is interesting.

What's the general school of thought on the best way to build a Hansa ? If I build two cities closish together, could I get a Hansa that got the +2 production bonus from two different Commercial hubs ? What does a Hansa get as an adjacency bonus with another Hansa, nothing ?


Also, another signature on the fix that AI petition. I've always been pretty bad at civ, but for some reason I can't seem to lose (unless Monte declares war in the first 50 turns.) on some pretty high difficulty levels. I don't want to give the AI 3 cities off the bat to make it harder, just seems like a stupid way to do that.


ALSO: I agree with the above poster, a lot of diplomacy feels one sided. Players should have agendas that they get bonuses for following, or lesser penalties, or something. Would be nice to actually have weight to the request system, and have it be explained a little.
 

Maledict

Member
Someone had a map earlier, but the best formation is actually a ring of 6 cities, all of him have their districts in the middle clustered together to get massive adjacency bonuses plus factories affecting every city. So yes, take your idea and amp it to 10.
 

StonedRider

Member
I think maybe I'm approaching this game wrong. Instead of picking a civ/leader I like and then trying to win a victory, I'm thinking maybe I should pick a victory that I want to win and then choose a civ, build order, research order etc. all based on that?

Supposing I want to achieve a Science victory, what would be the best civ to try that with? And are there any guides or videos with tips on how to actually achieve it?

The key to Science victory is production. I advise to expand your empire first, settle at least 6-8 cities and only then build your first Campus district in your capital. Population gives you more science than Campus in the beginning of the game.

Every city must have Industrial and Commercial districts first. You have to choose two cities with best production for future Spaceports. Industrial districts in other cities should overlap (6 tiles rule) this two cities for Factory bonus production. Districts building cost depends on number of known techs (and civics) - try to start building districs asap to minimize cost.

Beeline Apprenticeship and Industrialization, try to build Ruhr in one of your chosen spaceport cities (you will need free tile near river and Industrial district for it).

Time your research speed, you have to research at least two Mars projects before you finish Moon landing - then start this two Mars projects simultaneously in your two spaceport cities. You can speed up third Mars project with engineer (Korolev), try to not miss him. Use internal trade routes and switch citizens to high production tiles while building space projects.

Despite going for science victory, do not build Campus in every city. You will reach Future tech earlier, but this is pointless - your victory time will depend on building space projects in the end.
 

Grug

Member
Despite going for science victory, do not build Campus in every city. You will reach Future tech earlier, but this is pointless - your victory time will depend on building space projects in the end.


It does pay to be mindful of a points victory if you hit the turn limit though.
 

Matt_

World's #1 One Direction Fan: Everyone else in the room can see it, everyone else but you~~~
I'm fed up of AI sending all their units up to my borders and just camping them there. There needs to be an option to ask them to remove them, and if they don't it should give you a Cassus Belli "Pre-emptive strike" maybe.

Yeah this addition would be great
I know its not in the game but everytime it happens I always go into diplomacy to check if can ask them to move

Not sure if its a glitch or I'm not being observant, but I seem to always be able to ask people not to spy on me even if I haven't noticed them spying on me. Is it just a general thing you can say to people?
 
So, uh, any chance they're going nerf the Founding Fathers bonus anytime soon? Or does the amount of turns until the next legacy bonus scale with eras/difficulties?

A while back, I decided to test out America's abilities on Warlord, but after a couple long, drawn out wars, I ended up with an extra 70% Legacy Bonus from the Oligarchy government.

Is this normal?
 
Some necessary fixes for diplomacy:

The AI being unfriendly with you at turn 1 for no reason need to go away. On average, I think it's -7 for unknown reasons the turn after I meet them. It needs to be 0, or even +1 or +2 if you are friendly, let them see your city, etc.

The AI needs to not be so aggressive against city-states. Kind of ruins the point of them if the AI needlessly conquers a city-state right on your borders at turn 30 and they are unable to defend themselves.

There needs to be a much lengthier buffer period for when their agendas kick in. You're right Egypt, my military isn't that strong. It's also turn 20!

Catherine's agenda needs to be completely reworked, scrapped, or otherwise explained to me because I don't understand it and she has been the biggest pain in the ass by far in my games.

All of the agendas which are just natural consequences of playing the game (getting great people, influence with city-states, etc) need to be completely scrapped or reworked.

As of right now, a strategy revolving around being friendly with the AI is impossible. Avoiding war is impossible. This is really detracting from the experience, because that is a big part of the civ meta-game, and as of right now it's completely broken.

Luckily, these don't seem like unfixable things. Patches and DLC should be able to fix it. I'm hoping the devs are putting their best people on fixing the AI for upcoming updates.

As of right now, the game really isn't very fun once you get past the novelty of it. I'll probably play something else, maybe even go back to Civ V until some solid patches are in.
 

Sibylus

Banned
Catherine's agenda needs to be completely reworked, scrapped, or otherwise explained to me because I don't understand it and she has been the biggest pain in the ass by far in my games.

It's as easy as maintaining trade with other major civs (they raise diplomatic access) and building spies. One of the easiest to get along with on a historical agenda basis.
 

Totakeke

Member
So, uh, any chance they're going nerf the Founding Fathers bonus anytime soon? Or does the amount of turns until the next legacy bonus scale with eras/difficulties?

A while back, I decided to test out America's abilities on Warlord, but after a couple long, drawn out wars, I ended up with an extra 70% Legacy Bonus from the Oligarchy government.

Is this normal?

That doesn't sound right. How many turns are you in to the game and what speed were you playing at?
 

Danj

Member
The key to Science victory is production. I advise to expand your empire first, settle at least 6-8 cities and only then build your first Campus district in your capital. Population gives you more science than Campus in the beginning of the game.

Every city must have Industrial and Commercial districts first. You have to choose two cities with best production for future Spaceports. Industrial districts in other cities should overlap (6 tiles rule) this two cities for Factory bonus production. Districts building cost depends on number of known techs (and civics) - try to start building districs asap to minimize cost.

Beeline Apprenticeship and Industrialization, try to build Ruhr in one of your chosen spaceport cities (you will need free tile near river and Industrial district for it).

Time your research speed, you have to research at least two Mars projects before you finish Moon landing - then start this two Mars projects simultaneously in your two spaceport cities. You can speed up third Mars project with engineer (Korolev), try to not miss him. Use internal trade routes and switch citizens to high production tiles while building space projects.

Despite going for science victory, do not build Campus in every city. You will reach Future tech earlier, but this is pointless - your victory time will depend on building space projects in the end.

Maybe I'm even more clueless about this game than I thought, there's some of that that I didn't understand.

Regarding expanding to having lots of cities like the 6-8 you are recommending, how do you do that? I don't mean mechanically how does the process work - I know it's building settlers and sending them to somewhere suitable - but what's the kind of timing/scheduling to make this happen? For example when you build a city you can't start building a settler right away (or at least that's how it's been historically, is it still the same for this game?) and even when you can, it would take eleventy zillion turns. So what things do you need to build first in a city to get it up to the point where it can build a Settler (and its military escort, now that that's a thing) in a sensible amount of time?

What's the 6 tile rule? I'm guessing from the context something about having cities 6 tiles apart?

Maybe I should start by picking an easier victory to win, Science sounds difficult and complicated. What's the least difficult victory?
 

StonedRider

Member
It does pay to be mindful of a points victory if you hit the turn limit though.

Agree, I would say, there is point to build Campuses in every city after you've built everything you need (Enchampents in border citites, Entertainment districts for amenities, Harbors, etc.)

But if you've successfully settled 6-8 cities before turn 70 (I always beeline Early Empire for this) and managed to defend them from early wars, you are golden and should win easily before turn 300 even on higher difficulties.

If you've snatched a city or two from your neighbours, you even do not need second expansion wave after that, maybe just couple of cities to claim revealed strategic resources.
 

StonedRider

Member
Maybe I'm even more clueless about this game than I thought, there's some of that that I didn't understand.

Regarding expanding to having lots of cities like the 6-8 you are recommending, how do you do that? I don't mean mechanically how does the process work - I know it's building settlers and sending them to somewhere suitable - but what's the kind of timing/scheduling to make this happen? For example when you build a city you can't start building a settler right away (or at least that's how it's been historically, is it still the same for this game?) and even when you can, it would take eleventy zillion turns. So what things do you need to build first in a city to get it up to the point where it can build a Settler (and its military escort, now that that's a thing) in a sensible amount of time?

What's the 6 tile rule? I'm guessing from the context something about having cities 6 tiles apart?

Maybe I should start by picking an easier victory to win, Science sounds difficult and complicated. What's the least difficult victory?

I usually build my first Settler right after two Scouts (on Pangea), Slinger and Builder. Then, after I've settled my second city I receive inspiration for Early Empire civic much faster (it needs 6 population to trigger).

While waiting for Early Empire, I build Trader, Slingers, second Builder, maybe start building some districts (do not finish them, just start building to fix production cost) or build Monument. I do not build Granary in my capital, because I build my settlers there and every settler substracts one population, so I do need more Housing right now.

After Early Empire, change policy to 50% faster settlers, forgot its name and start building settlers in the capital. Maybe one more settler in the second city. You need 4-6 settlers, it depends on your surrounding area. If you have good spots, you need more. Keep in mind, you have to build settler within about the same amount of turns it takes for new citizen to born. I usually switch my citizens between tiles manually having Food focus by default.

I prefer having 5-6 tiles between my cities. Try to settle good distant strategic spots with new luxuries first and then fill the gaps. Build order in new cities? Maybe an Archer, or Builder, or Monument for faster border growth. Usually Granary in cities without fresh water. Then always Commercial and/or Industrial districts.

Do not forget to mark tiles for your districts right after you've settled them, especially for Aqueduct. Count tiles from your planned Industrial district to capital and second spaceport city. When you've built Factory in Industrial district, it adds production to every city within 6 tiles. The same rule works for Entertainment districts with Zoo and Stadiums. Keep in mind adjacency bonuses.

Use Builders to chop forest on tiles where you plan to build district. I sometimes use two Builder charges and then start new Builder in the city and speed up it with chopping.

About easiest victory condition, for me it is Culture - just build your Theatres and wait for victory :) But you will need good production for wonders. I did not try Religious victory yet, but it seems it is most difficult VC right now.
 

SumGamer

Member
First religious victory with Arabia. It feels like there's so much left unexplained with Religion in this game. Half of the time I have to guess if certain thing would or would not work.

I think one religious unit only works effectively once per city. Spamming it won't really help converting that much faster. However, sending several unit in stream helps a lot. I spent like 150 turns converting two nations. Then about 70-100 turns for five nation with the streaming trick.

Then there's this weird bug where Russia has two cities both having my religion but not counting toward my converted city until the last turn of the game :S.
 

OmniOne

Member
So been playing this game a while now. Decided to go nuclear for the first time.

I've built 2 Nukes, and 1 Thermonuclear bomb, and they never show up as an option on my bombers.

I have uranium, the required tech. bombers. I build the nukes, and my planes don't have any nukes.

What am i doing wrong?
 

jholmes

Member
This isn't news I admit, but oh man does Scythia need to get nerfed. I just rolled over a deity difficulty domination game, just a four-man game but if I didn't roll Aztec as one of the opponents it probably would've been over before 1000 AD. I basically did nothing but build horse archers and horsemen, until the other civs could finally react to them. Then I built Terracotta Army and bee-lined field cannons, upgraded the horse archer units and overwhelmed everyone with like 50 field cannons with tons of upgrades. Just ridiculous. I've never won a deity level game before, probably never won anything above king before in my long history of Civ.

First religious victory with Arabia. It feels like there's so much left unexplained with Religion in this game. Half of the time I have to guess if certain thing would or would not work.

What I don't understand is why the unit level-up upgrades list suddenly drops from three options to one.
 

spiritfox

Member
So been playing this game a while now. Decided to go nuclear for the first time.

I've built 2 Nukes, and 1 Thermonuclear bomb, and they never show up as an option on my bombers.

I have uranium, the required tech. bombers. I build the nukes, and my planes don't have any nukes.

What am i doing wrong?

Next to the normal bombing run button there should be 2 mushroom cloud buttons. One is for normal nukes and the other for thermonukes. Just click them and you should be able to do nuke runs.
 

spiritfox

Member
So I have this bug in my current game where the Aztecs somehow has no cities but are still alive. It seems they did not settle their capital, which is annoying since I'm doing a domination run. I have all the other capitals but no victory. Might because I did an Advanced Start, but I never had this issue before.
 

jholmes

Member
So I have this bug in my current game where the Aztecs somehow has no cities but are still alive. It seems they did not settle their capital, which is annoying since I'm doing a domination run. I have all the other capitals but no victory. Might because I did an Advanced Start, but I never had this issue before.

They may still have a settler somewhere. That hasn't happened to me in Civ VI but it did happen to me in another Civ.
 

Maledict

Member
Getting slightly frustrated by the complete silence from Firaxis on this. I love the fundamental and framework of the game, but there's so many fixes needed right now along with rebalancing to make it a fun experience.
 

Bregor

Member
Firaxis has always been a more closed studio, rather than one that interacts a lot with their community. Instead of frequent updates and discussion about balance and fixes, the patches tend to just appear eventually. It just seems to be the company culture.
 

Grug

Member
Getting slightly frustrated by the complete silence from Firaxis on this. I love the fundamental and framework of the game, but there's so many fixes needed right now along with rebalancing to make it a fun experience.

This is very standard. They'll just drop a patch and DLC with little to no notice.
 

Sibylus

Banned
http://store.steampowered.com/news/externalpost/steam_community_announcements/127619582120790092

A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12[en.wikipedia.org] support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards - please make sure your drivers are up to date. Support has also been added for Logitech ARX[gaming.logitech.com]. For more information on each of these, please click their respective link.

Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums[forums.2k.com] or here on Steam. Stay civilized!

[NEW]
• Maps
- Added a balanced six player map.
- Added a balanced four player map.
• ‘Cavalry and Cannonades’ Scenario Added
- Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
- Larger starting army and additional starting techs.
- Time limit: 50 turns.
- Goal: Possess the largest territory.
• DX12 Support
• Complete Logitech ARX Support

[GAMEPLAY UPDATES]
• Added additional notifications.
• Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
• Added additional Hotkey support (next unit, next city).
• Added the ability to rename cities.
• Added UI to show the next tile a city will grow to.
• Added a visual cue for Barbarian Scouts that are alerted to your city.
• Changed Dan Quayle rankings.

[BALANCE CHANGES]
• Added prerequisite project (Manhattan Project) for Operation Ivy.
• Added Metal Casting as a prerequisite for Economics tech.
• Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
• Adjusted relationship decay rates.
• Reduced the effectiveness of cavalry production policies.
• Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
• Reduced border incursion warnings if the troops are within their own borders.
• Increased the number of Great Works of Writing slots in the Amphitheater to 2.
• Increased Counterspy operation time.
• Increased the cost of Religious units and applied additional charges.
• Units may no longer be deleted when they are damaged.
• Deleting a unit no longer provides gold.
• Updated Island Plates map to have more hills and mountains.
• Units may no longer remove features from tiles that are not owned by that player.
• Fallout now prevents resource harvesting.
• Barbarian camps must spawn further away from low-difficulty players’ cities.

[AI TUNING]
• Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
• Adjusted AI understanding of declared friendship.
• Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
• Increased AI competitiveness in building a more advanced military.
• Increased AI usage of Inquisitors. Especially Phillip.
• Increased AI value of upgrading units.
• Increased AI use of Settler escorts.
• Tuned AI usage of units that cannot move and shoot, like Catapults.
• Tuned AI city and unit build planning.
• Improved the ability of city-states to maintain a strong military.

[BUG FIXES]
• Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
• Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
• Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
• Fixed a unit cycling error with formations.
• Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
• Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
• Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
• Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
• Fixed an issue where the Settler lens would not always show the right information to the player.
• Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
• Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
• Fixed some crashes with units.
• Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
• Fixed an issue where Trade Route yields were doubling in some instances.
• Units in formations now break formation before teleporting between cities.
• The achievement ‘For Queen and Country’ was unlocking too frequently.
• AI with neutral relationships should accept delegations barring exceptional circumstances.
• Can no longer declare a Joint War if it is invalid for either party.
• Save game files should no longer be case sensitive.
• Certain wonders were sending extra notifications.
• Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
• Liberating a civilization back to life will now bring them back into the game properly.
• Observation Balloon range bonus was being incorrectly applied when stacked.
• Text and grammar fixes.

[VISUALS]
• Buildings on snow will now have snow on them.
• Added an Industrial Barbarian Encampment.
• Added a ranger tower to National Parks.
• Fixed some issues with buildings not culling around other world items properly.
• Fixed an issue with some Districts not showing properly.
• Miscellaneous polish applied to multiple improvements, districts, and buildings.

[MULTIPLAYER]
• Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
• Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
• Cap the max players to 12.
• Added LAN player name option to options screen.

[UI]
• Added the number of specialists working a tile.
• Added some additional icons for espionage, promotions, etc.
• Added additional Civilopedia shortcuts, including right clicking a unit portrait.
• Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
• Added Trade Route yields to the Reports screen.
• Added City Center to the City Breakdown panel.
• Added rewards and consequences to mission completed popups.
• Updated the leader-chooser when beginning a new game.
• Updated the end game Victory screen.
• Updated the multiplayer staging room.
• Updated city banners.
• Updated Espionage mission chooser flow.
• Updated to display what cities are getting amenities from each resource.
• Changed resource icon backings to reflect the type of resource it is.
• Auto-scroll to the first Great Person that can be claimed.
• Improved search functionality in the Civilopedia.
• Removed Barbarian data from player replay graphs.
• ESC now closes the Tech, Civic, and Eureka popups.
• When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]
• Added some missing mouseover sounds.
• Fixed the Oracle quote.
• Fixed an issue where the Advisor voice was not playing in some languages.
• Fixed compatibility issues with some sound cards, especially those set to high playback rates.

[MISC]
• Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
• Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
• Plot Tooltip Delay is now available in the Options menu.
• Auto Cycle Units is now available in the Options menu.
• Benchmark updates.
• Credits updated.
 
DX 12 support! Hopefully this means my game won't run at like 2 FPS if I try to run it at higher settings, despite being 2x higher than recommended settings (960m, 16 GB Ram, 17)
 

epmode

Member
Still no UI scaling at 1440p. I have to lean in to my monitor to comfortably read everything.

Civ 5 handled this so much better.
 

jph139

Member
Huh, didn't expect that so soon.

City naming is of course the most important change. Still kind of confused why that wasn't available day one...
 

Sinistral

Member
Disappointed in the no UI scale for 1440p as well.

Ran the benchmarks in both modes. Will try a proper full DX12 game another day.

Vanilla Graphics:
Average Frame Time - 16.627
99th Percentile - 25.482

Vanilla AI - 21.80 Average Turn Time


DX12 Graphics:
Average Frame Time - 14.658
99th Percentile - 18.667

DX12 AI - 21.46 Average Turn Time

X5650@ 4ghz
12GB Ram
Fury X


Too bad there isn't a bigger difference in Average Turn Time, looks within a margin of error. It is the thing that takes the longest.
 
Disappointed in the no UI scale for 1440p as well.

Ran the benchmarks in both modes. Will try a proper full DX12 game another day.

Vanilla Graphics:
Average Frame Time - 16.627
99th Percentile - 25.482

Vanilla AI - 21.80 Average Turn Time


DX12 Graphics:
Average Frame Time - 14.658
99th Percentile - 18.667


DX12 AI - 21.46 Average Turn Time

X5650@ 4ghz
12GB Ram
Fury X

I'd say those are very good results for a Fury X on DX12.

Compare it to my 1080 + 4770k:

DX11:
Average - 13.353
99th Percentile - 18.046

DX12:
Average - 13.192
99th Percentile - 17.332
 

Dylan

Member
• Buildings on snow will now have snow on them.

tumblr_lga4p7QLJp1qbzu7q.jpg
 

jholmes

Member
I cannot believe they took unit deleting for cash out of the game. I know it was broken, but to remove it altogether -- like, didn't they want that in the game in the first place?
 

Bolivar687

Banned
I cannot believe they took unit deleting for cash out of the game. I know it was broken, but to remove it altogether -- like, didn't they want that in the game in the first place?

Same, it's nice to get a little bonus for paring down your armies, I'd like to see at least a small bonus remain instead of doing away with it completely.

Have a Fury X myself so glad to hear Sinistral reporting improved frametimes. I assume the frametimes being lowered is in part due to what you get from higher framerates?
 
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