
Sid meiers civilization vi dlc causing crashes windows#
If your computer is running Windows XP or Vista, please be aware that Steam will stop supporting those OSs on January 1, 2019. You may encounter issues with the launcher on Windows XP and Vista.If your system can launch Steam, it'll support the launcher.What are the launcher's system requirements?

The launcher is a fixed size that can't be adjusted. What languages does the launcher support? The newsfeed contains content from the Civilization blog and YouTube channel. From it, you can launch the game, select the version of DirectX to use, and get the latest info from the newsfeed.

Performance, at least on our systems, is still ok. Before the change this was next to impossible, the game would crash/freeze every single time before turn 100. I have now run 17 autoplay games on both our machines together without any issues beyond turn 400 with all DLC content enabled. The game still seems to run multithreaded, but if I understand it correctly this setting allows the game only to use one single thread per job. You could try setting them to a higher value, but for me the only 100% stable setting was 1. Completely.ĮDIT: After some further testing and feedback from other players, it seems that to achieve the best stability, the values for MaxGameCoreThreads, GameCoreReserveThreads, MaxGameCoreUnitMovementThreads and MaxGameCoreTradeRouteThreads should be set to 1 as well.Īlso, make sure to start a new game to avoid issues with savegame corruption. \Documents\My Games\Sid Meier's Civilization VI directory that seems to do the trick.Īfter I changed the line "MaxJobThreads -1" to "MaxJobThreads 1" the crashes stopped for me.

Next I looked for a way to restrict the level of MT done by the game and found a setting in the AppOptions.txt file in the. The game determines the level of MT according to the hardware and thus it wouldn't be as heavily multithreaded on their machines. It would also explain the unpredictability of the crashes and why folks with lower end systems don't experience as many problems. The more content has to be calculated, the higher the chance for something to go wrong if the MT is wonky. That fact and the reports of other players on the internet made me think that there's probably something wrong with the game's multithreading implementation. The crashes don't seem to be caused by some specific DLC, but by the number of additional content. Here's a link to the post where I'm describing my autoplay testing method:Īfter some further testing it became pretty obvious that the game became more unstable the more official content I activated. I recently set out on the quest to finally find out what's causing the game to constantly crash/freeze for me and my wife and pretty much everyone I know in rl who's playing the game. Or let's say I'm cautiously optimistic that I did.
