Don't want to see articles from a certain category? When logged in, go to your User Settings and adjust your feed in the Content Preferences section where you can block tags!
We do often include affiliate links to earn us some pennies. See more here.

The ongoing saga of Civilization VI seeing online cross-play broken between updates continues, with it now once again back online as of the update today, September 10.

A repeating issue: the game updates like most recently with the August 2020 release, cross-play has issues and gets disabled, then eventually it's sorted again. Hopefully at some point they will find the real cause of the constant breakage and actually sort it. Firaxis Games, the original developer, sent word yesterday that Aspyr Media were on it and today it's back online.

If you missed it, here's the overview of the last big update:

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

Going by their timeline roadmap for continuing to update Civilization VI with the New Frontier Pass, we should be seeing a new DLC released later this month with 2 civilizations, 2 leaders, a new game mode and other new content to be announced. After that another free update will come following their DLC - Update - DLC pattern with the following DLC to arrive in November.

Sid Meier's Civilization VI is for Linux PC is available on the Humble Store and Steam.

Article taken from GamingOnLinux.com.
8 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
The comments on this article are closed.
2 comments

Anza Sep 10, 2020
There's actually excerpt from Sid Meiers book Sid Meier's Memoir: A Life in Computer Games over at Ars Technica: https://arstechnica.com/gaming/2020/09/from-pong-to-civilization-how-i-made-one-more-turn-work-on-consoles/

Around half way of the article there's bit where Sid Meier explains how the multiplayer worked and lag and synchronization problems were problem already then. Not being able to copy whole game state over and having random number here and there didn't help.

Doom was able to function with pregenerated list of random numbers, but I'm not sure if something like Civilization would have been fun with solution like that.
ElectroDD Sep 10, 2020
The example of bloodbowl is relevant here.
Bloodbowl use dices and it uses a pregenerated lost of dice results. Online games quickly saw the use of software to watch those dice lists.
If you add encryption to those lists, it will hit performances... Not critical on turn based games, but that still is some overhead on the CPU so it will slowdown AI turns...
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.