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Fuligin
Oct 27, 2010

wait what the fuck??

Just tried out Assyria for the first time, and holy drat are siege towers crazy. Almost makes me want to comfort poor Attila. "No no, my friend, THIS is a siege unit." Combined with their UA you can really tear poo poo up. I had what I thought was a lovely start near the bottom of a fractal map right next to Montezuma. Once I teched to Construction I thought "ahh, what the hell, better to go out with a bang" and declared on Monty, fully expecting to get wiped. Instead I ripped a bloody path straight through him and the next two civs I met before I decided to stop for breath. Pretty nuts.

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Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


The AI's had a big hate-on for me in my recent game as Pocatello. Nothing but denouncements and revolving-door wars, and the first thing the world congress does is embargo me, followed by embargoing city-states the very next time.

BadLlama
Jan 13, 2006

So this is a performance question. Later game rounds tend to take awhile as every civs processes all of their moves. Would moving the game to a SSD help reduce the time it takes for these turns to process? My CPU is already pretty awesome so I cannot really do anything else with that.

Also, if you wipe out civs before anyone else has met them do they know you committed genocide against them?

emTme3
Nov 7, 2012

by Hand Knit

Muscle Tracer posted:

Or getting delegates from other AIs needs to be actually possible. Even lifelong friendly civs that have been my lucrative trading partners since the Renaissance and have been on the same side of every war as me are pretty drat tight with their votes.

Is it? I've definitely bought delegates for a luxury and a few strategic resources before. I guess it probably depends on the proposal.

BadLlama posted:

So this is a performance question. Later game rounds tend to take awhile as every civs processes all of their moves. Would moving the game to a SSD help reduce the time it takes for these turns to process? My CPU is already pretty awesome so I cannot really do anything else with that.

Also, if you wipe out civs before anyone else has met them do they know you committed genocide against them?

I have the game loaded on an SSD, and while it makes load times pretty snappy, I don't think it really has any effect on late game turn times. If you press F10 for strategic mode before hitting end turn it can help a bit.

I believe when you meet a civilization you start with a clean slate, so anything you've done before that won't count with them.

emTme3 fucked around with this message at 00:17 on Jul 16, 2013

Bro Enlai
Nov 9, 2008

Heavy Lobster posted:

Wait, how? Is this one of those weird mechanics that the game just never tells you about unless you dig around in the micromanagement of it, or does it tie into some sort of strategy?

Yes, the more civs you know have a particular technology, the cheaper that technology is to research for you.

(Incidentally, this is another reason to beeline your techs--it's easier to backfill techs from earlier in the tree if you hold off a bit until they become common knowledge)

harrygomm
Oct 19, 2004

can u run n jump?

Bro Enlai posted:

Yes, the more civs you know have a particular technology, the cheaper that technology is to research for you.

(Incidentally, this is another reason to beeline your techs--it's easier to backfill techs from earlier in the tree if you hold off a bit until they become common knowledge)

How are you ever supposed to find this out on your own? I read all the tutorials, read through the civopedia thing a ton, and have never seen nor heard mention of this. I thought it got faster to research because you eventually got more beakers.

Speedball
Apr 15, 2008

I've never heard that. I know there's a World Congress treaty you can sign that makes common technologies faster to research for the slowpokes.

Edit: Does the Silk Road achievement allow you to be any of the civs on the list? Arabia's double-length caravans might do the trick...

Speedball fucked around with this message at 00:28 on Jul 16, 2013

Lunsku
May 21, 2006

harrygomm posted:

How are you ever supposed to find this out on your own? I read all the tutorials, read through the civopedia thing a ton, and have never seen nor heard mention of this. I thought it got faster to research because you eventually got more beakers.

One of my pet peeves with Civ5 has all the time been how much information on how mechanics of the game work it seems to be hiding from you. First time I was watching some MadDjinn Deity LP in youtube was really a what the hell moment when several completely new mechanics things came up.

As more of an chrome issue I really would have liked more verbose Civilopedia that would have short entries also on different Great People, and works of art, music and writing. I know wikipedia is always just alt-tab away, but still.

Not Al-Qaeda
Mar 20, 2012
Whelp, won an emperor game and I'm a civ scrub. Diplo victory is just super easy, and culture victory impossible. 500 tourism, 2000 ad etc and I was like 30% on one civ who had a shitload of culture even though the whole game I was going for the culture victory.

A Tartan Tory
Mar 26, 2010

You call that a shotgun?!
So I just upgraded my Berber Cavalry to Modern Armour, let me just say that Modern Armour with 25% strength in your territory and 50% strength in desert makes for very fun times when Japan invades you!

James The 1st
Feb 23, 2013
I'm really liking the Small Continents map script. It makes a nice mix of big land and plenty of water for seafaring fun, unlike the extreme land focus of continents/pangaea and water focus of archipelago.

Old Doggy Bastard
Dec 18, 2008

Muscle Tracer posted:

Nope, that's one of the forehead brands that stays with you forever. I've done this in 3200 BC and still had folks pissed at me in 1975 about it.

That sucks, I heard in an old strategy guide there is a brand that makes it so no one will hurt you.

"And the Lord said to him: No, it shall not be so: but whosoever shall kill Cain, shall be punished sevenfold. And the Lord set a mark upon Cain, that whosoever found him should not kill him." Prima Guide p. 415

Wait, maybe that was Genesis 4:15

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED
Can someone tell me a good setup for babies first (third :() game? Continents, standard, chieftain, standard? Who should I be?

Reveilled
Apr 19, 2007

Take up your rifles

Harry Potter on Ice posted:

Can someone tell me a good setup for babies first (third :() game? Continents, standard, chieftain, standard? Who should I be?

Tao Jones did a good post in the last thread:

Tao Jones posted:

Your First Game
For your first game, I recommend playing as Russia. They're about as straightforward as you can get; Iron and Horses give you extra production and double resources. You have a strong midgame unit, even if it is a horse unit (which, in general, are thought to be underpowered by the community), and a unique Barracks replacement that helps your cities nab territory. I suggest just jumping right in and playing on 4 - Prince difficulty. The game describes Prince as the "standard" difficulty. (You should, however, do the tutorial or start a quick Chieftain game just so you can familiarize yourself with the interface.)

On the very first turn, if you open your game menu (escape), you'll see a "Restart Game" button. Clicking this will basically regenerate your map. If you don't start beside a river, I suggest you click this. (Some people might think this is save-scumming, because starting by a river tends to make things easier. They might have a point. But it's your first game, so if you do it, it will be our little secret. :ssh:)

Your goal in the game is going to be to conquer every other civilization's capital city. To do this, you're going to need units, as well as enough research that you don't fall behind, and money to keep your empire going. You're also going to need to keep an eye on happiness; if it's a problem as you conquer other players, consider razing their cities.

A good army in Civ 5 is comprised of a mix of melee units intended mostly to take damage (swordsmen/gunpowder line, pikemen), ranged units intended to get poo poo done (archer line), and siege units intended to attack enemy cities. Because you're Russia, you might also want to experiment with the Horseman line. Horsemen can provide support to your melee units by granting a Flanking Bonus - if you have two units both adjacent to an enemy unit, each of your units gets a 15% bonus to its combat strength. The Horseman's movement means you can set up flanking maneuvers more easily.

Here are a few challenges for your first game -- they aren't necessary, but trying to do them should help you develop some good habits. I'm assuming Standard speed for all of these.

1. When you research Philosophy, you can build the "National College" wonder. In order to meet the requirements, you need to have a Library in every city you own. (After you've built the College, future cities don't matter for the requirement. Go as settler crazy as you want - but after you get the College!) You should have your National College constructed in your capital by turn 100 at the latest. Accomplishing this challenge means you will have to think about your tech path, when to found new cities, and what to have your cities build, especially considering Challenge 2!

2. In the early game, the Archer line of units is your main go-to unit for killing enemy units and weakening cities. Ensure that you have at least 4 Composite Bowmen and two melee units of any type (except Scout) by turn 100. Accomplishing both this and Challenge 1 may seem hard, but it's doable! Remember that you can use Gold to upgrade regular Archers to Composite Bowmen after you get the required technology for them.

3. Your Siberian Riches ability gives you additional Strategic Resources, sometimes to the point where you'll have more Horses or Iron than you can use at the moment. You can sell Strategic Resources on the diplomacy screen. Make at least 500 gold by selling Strategic Resources over the course of the game. The game can't track this for you, so make a note of your running total.

4. When you build a University (Education), Market (Currency), Workshop (Metal Casting), or Ampitheatre (Drama & Poetry), you can assign a Specialist to that building on your city management screen. Assigning the Specialist uses one of your population, which means that population can't work a tile; the Specialist instead will give you a resource yield that depends on what Specialist he is, as well as Great Person Points (GPP). These are fairly intuitive; if you think you want Science, make Scientists, if you think you want culture, make Artists, and so on. How GPPs work exactly is a bit advanced, but just know that more specialists assigned means faster Great People. You'll see what the Great Person can do when he spawns. Assign at least four specialists over the course of the game.

5. Win the game on or before Turn 300.

If you don't succeed at all of these challenges, it's okay! It's your first game, after all. But you should keep them in mind for future games, as vehicles to explore options you have in the game. If you do succeed, great! You've got a good foundation for beginning to master the game.

SirKibbles
Feb 27, 2011

I didn't like your old red text so here's some dancing cash. :10bux:

Speedball posted:

I've never heard that. I know there's a World Congress treaty you can sign that makes common technologies faster to research for the slowpokes.

Edit: Does the Silk Road achievement allow you to be any of the civs on the list? Arabia's double-length caravans might do the trick...

It's a thing,it's why I re-roll everytime I'm isolated on an island. For every Civ that you have meet the techs that they have that you don't makes the techs cheaper to research.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

parthenocarpy posted:

Another fact about the Arsenal of Democracy Tenet: you can buy a rifleman for 320 gold and then gift it to a city state for 25 influence, or give 500 directly for 30 influence. If a city can produce a military unit in two turns, it can produce 12.5 city state influence per turn with the Freedom ideology.

Build like seventy Scouts right after you get Industrialism :getin:

Sojenus
Dec 28, 2008

Sojenus posted:

On another note I read that using Jesuit Education with Siam means you can faith purchase both Wats and Universities. That sounds hilarious if it's true, but I can't check right now.

Well I just checked this and it turns out you can purchase a university and build a wat and have both in every city. Siam is the best science civilization now I suppose!

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED

Reveilled posted:

Tao Jones did a good post in the last thread:

Thanks! This is exactly what I was looking for. About how many turns does it take to decide if I'm doing well or not? How long should these easy games last?

Not Al-Qaeda
Mar 20, 2012

The White Dragon posted:

Build like seventy Scouts right after you get Industrialism :getin:

This is/was bugged for me. I had that tenet and gifting units did literally nothing. It put the ability on cooldown, but even next turn my influence hadn't changed.

Bashez
Jul 19, 2004

:10bux:

Marketing New Brain posted:

Nah Liberty is still quite insane, you just have to be a bit more reserved in how many cities you set up because, unsurprisingly, increasing tech costs for cities makes ICS kind of a problem. I hope they fix it since it is a horrible change, although the new DOF for trading gold is kind of like hitting the lottery in half your games.

I've been able to win on Deity with a Liberty opening and I'm not the only one, since that guy doing the LP as Poland also went Liberty. If anything Tradition got a little worse, since you can no longer rush buy settlers while your capital grows, and instead need to hard build them. Liberty on the other hand hard builds settlers anyways and gets a free one, the biggest difference for me is how I space cities.

Internal trade routes add an interesting wrinkle to city planning, especially whether or not you want it on the coast and how you evaluate food resources.

We're just going to go in circles on this, because we have before. In an absolute min/max sense Tradition is just better than Liberty. The only great things out of liberty are the 1 production in each city and now that settlers are a bit harder to get the free/cheaper settlers policy is good too. Tradition just makes more of everything including gold, which lets you grow super tall super fast with food trade routes because you don't even need trade routes to be making tons of money as tradition.

You can also rush buy settlers just fine in most games, it will just be a few turns behind, but you'll be able to food stuff those new cities to catch them back up anyway.

TacticalUrbanHomo
Aug 17, 2011

by Lowtax

Fojar38 posted:

The vote for World Leader really should've kept an information-age requirement. Most games you'd be an idiot to not go for a diplomatic victory since all you need for it is gold. I really wanted a science victory as Korea but in order to get it I had to forego just electing myself leader of the world like five times in a row.

They definitely need to make it so other civs actually try to, you know, do something about it. I won my last game by selling off my entire army the turn before the vote in order to buy enough delegates to win on my own, but Poland had like 8.5k in his coffers doing nothing. It's possible that he didn't do anything because it may not have made a difference; I had 12 votes coming in from other civilizations that I liberated after being completely conquered, and most of my alliances were too strong to be broken with just one 1k gift.

Not Al-Qaeda posted:

This is/was bugged for me. I had that tenet and gifting units did literally nothing. It put the ability on cooldown, but even next turn my influence hadn't changed.

That's because it takes three turns for your gift to reach the city-state. It isn't bugged, I wouldn't have won my last diplomatic victory without it.

TacticalUrbanHomo fucked around with this message at 01:40 on Jul 16, 2013

Sankis
Mar 8, 2004

But I remember the fella who told me. Big lad. Arms as thick as oak trees, a stunning collection of scars, nice eye patch. A REAL therapist he was. Er wait. Maybe it was rapist?


Why are my citizens discontent with my Ideology? Is there any way to reverse it? It's -11 happiness which is kinda high for me since I'm bad at videogames.

uPen
Jan 25, 2010

Zu Rodina!

Sankis posted:

Why are my citizens discontent with my Ideology? Is there any way to reverse it? It's -11 happiness which is kinda high for me since I'm bad at videogames.

Someone with a different ideology than you has a shitload of tourism and is pissing off all your citizens. Your options are:
  • Switch Ideologies.
  • Get more culture to stave off their tourism.
  • Murder them.

bennyfranks
Jun 23, 2005

IGNORE ME!

How many cities do ya'll tend to buy as Venice? I just got out of one where I narrowly defeated Rome (through diplomacy, I was going for culture but he was such a dick the whole game I couldn't convert/open borders/anything to improve my influence multiplier on him before he'd have blasted off into space or killed me) where I only actually had 3 cities in my entire empire. Every city-state near me was in desert, and only Venice itself can build wonders, so automatically no Petra so I didn't bother with them and just went outwards. It takes such a long time to get more than a couple Merchants it seems silly to add things to your empire so late. I am terrible and bad though so.

TacticalUrbanHomo
Aug 17, 2011

by Lowtax

Sankis posted:

Why are my citizens discontent with my Ideology? Is there any way to reverse it? It's -11 happiness which is kinda high for me since I'm bad at videogames.

It means that another civilization with an opposing ideology has influence over your culture. Click the culture overview button in the top right (The middle of the three big buttons) to see which one. You might be able to reverse the effect by generating more culture, or you may be better off switching ideologies.

uPen
Jan 25, 2010

Zu Rodina!

Gothy McAngstydie posted:

How many cities do ya'll tend to buy as Venice? I just got out of one where I narrowly defeated Rome (through diplomacy, I was going for culture but he was such a dick the whole game I couldn't convert/open borders/anything to improve my influence multiplier on him before he'd have blasted off into space or killed me) where I only actually had 3 cities in my entire empire. Every city-state near me was in desert, and only Venice itself can build wonders, so automatically no Petra so I didn't bother with them and just went outwards. It takes such a long time to get more than a couple Merchants it seems silly to add things to your empire so late. I am terrible and bad though so.

Great merchants are really hard to generate because you only get 1 merchant specialist slot from banking and one from currency and don't get your last 2 until the modern era while Engineers get all 4 by early industrial and Scientists get 3 by the renaissance.

Speedball
Apr 15, 2008

Though you can get 2 more Great Merchants if you go Liberty. 1 for Collective Rule (gives you a Merchant of Venice if playing Venice) and 1 for completing Liberty.

James The 1st
Feb 23, 2013
Piety is pretty ridiculous for early Tourism. What you do is get an early jump on religion two beliefs to build the religious buildings, then pick the Reformation belief that gives you 2 tourism for each building purchased with faith. Then sit back and laugh while you are getting 30 tourism a turn in the Medieval age that no one can touch.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

thehumandignity posted:

:stare:

Is your name supposed to be some kind of joke?
I was roleplaying as Enrico Dandolo, he would have been proud of what I did. :colbert:

Does anyone else roleplay their civ, to an extent? I started a game as Shaka and am totally gunning for an Autocracy Domination victory. Netherlands and Babylon are out, and Rome is next. This continent belongs to Shaka, boys, you just didn't realize it yet.

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

So, not only do the Zulu have a ridiculously good super-pikeman unit, but it also upgrades to Infantry instead of Lancers? Hot drat. Is there even any contest for best UU in the game at this point? I guess I'm hearing a lot of good things about siege towers.

fantastic in plastic
Jun 15, 2007

The Socialist Workers Party's newspaper proved to be a tough sell to downtown businessmen.

Harry Potter on Ice posted:

Thanks! This is exactly what I was looking for. About how many turns does it take to decide if I'm doing well or not? How long should these easy games last?

Note that I wrote that for Gods and Kings, so a lot of the turn numbers aren't right anymore and the advice about selling luxuries early game also doesn't apply in the same way. (You now need a Declaration of Friendship to get a lump sum of 240 gold, but you can sell luxuries for ~6 GPT to any random person who likes you.)

I think the same sort of general strategy applies - focus on early NC, growing your cities tall, use archers as the backbone of your military.

The game kind of coaxes you into learning about specialists now with the Writer/Artist/Music guilds so my little challenge about "assign four specialists" is silly, but you should play around with the science and engineering and merchant specialists too.

I usually take a look around turn 150 and see how I'm doing - is my science steadily increasing, am I stuck in unhappiness that I can't get out of, etc.

On standard speed I'd still suggest aiming for finishing as close to 300 as you can get. (Don't worry about it if you're winning the game but it takes a long time to finish. Just think about ways you could be more efficient in your next games.)

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I can't tell, if I'm the only one with an ideology, does it exert pressure/unhappiness on other civs, or do they have to adopt one of their own for that to happen? I'm having a hell of a time trying to read the culture screens. I'm rated as "rising" and "exotic" to "popular" in the other civs, and have 60 tourism to their 20 or so, so I'm pretty sure that means I'm winning. It's 1890 and I'm also in control of the world congress by way of Freedom making city state control laughably easy with trade routes and giving city states my spare units, if I control them all, will I need any other civs to get a diplo victory? I'm going either/or because I have no reason not to at this point. Though, I could also pretty easily just conquer everyone, I've kind of run away with the game since the industrial revolution.

RBA Starblade fucked around with this message at 02:30 on Jul 16, 2013

Reveilled
Apr 19, 2007

Take up your rifles

Gothy McAngstydie posted:

How many cities do ya'll tend to buy as Venice? I just got out of one where I narrowly defeated Rome (through diplomacy, I was going for culture but he was such a dick the whole game I couldn't convert/open borders/anything to improve my influence multiplier on him before he'd have blasted off into space or killed me) where I only actually had 3 cities in my entire empire. Every city-state near me was in desert, and only Venice itself can build wonders, so automatically no Petra so I didn't bother with them and just went outwards. It takes such a long time to get more than a couple Merchants it seems silly to add things to your empire so late. I am terrible and bad though so.

In my current game as Venice I am at turn 239 (1645 AD) and I have generated seven great merchants so far if my memory serves I have come to realise that actually buying cities with them is pretty situational depending on what you are looking to do. Basically, you don't want to be buying up your main trade partners, so your immediate neighbours are usually bad choices unless you are near several city states or reliably peaceful AIs. Distant city states are good because they allow you to trade with other civs, which is great if you're going for a culture victory as having a trade route helps speed up tourism. Big city states in good locations make for good late game purchases, but sometimes there just aren't any you'd want to take. And if you're going for a diplomatic victory you want to keep annexation of city states to a minimum anyway.

I tend to want four cities, including Venice, so what usually (usually meaning, "in the two games I played as Venice") happens is I pick up my nearest non-cultural neighbour city state with a luxury resource I don't already have as soon as I can fill my trade routes with other civs and city states, then pick up a city state on the other side of the continent, then a city state at a good location on the other continent (assuming there is one) to give me a connection to the other civs. But if I was going for, say, a conquest victory, I'd probably annex a lot more.

stanislaus
Aug 5, 2008

Muscle Tracer posted:

So, not only do the Zulu have a ridiculously good super-pikeman unit, but it also upgrades to Infantry instead of Lancers? Hot drat. Is there even any contest for best UU in the game at this point? I guess I'm hearing a lot of good things about siege towers.

Siege towers are good, but I'd still put keshiks, camel archers, chu-ko-nus, and maybe longbowmen above impi. Ships of the line are up there too if you're on an archipelago/small continents map.

Platystemon
Feb 13, 2012

BREADS

A Tartan Tory posted:

So, I just hit the Industrial Era...and not only do I have literally no coal whatsoever, no city state in the world is even close to having any coal. :smith:

Now I am forced to go begging to Venice...

Coal is the most optional resource ever. Ironclads are nice but optional (they’re usually perpetually at 1 health from taking cities when I use them), and factories don't get a strategic resource penalty if you go negative. Therefore you can just buy a few coal as a one‐time thing, build your factories, and stop paying for the coal when the deal expires.

Orcs and Ostriches posted:

Does it seem to anyone else that City State growth is a bit stunted now? I'm used to seeing most city states rival some capitals in size, and generally in beautiful starting locations. Now I'm seeing modern age city states with 11 pop, in the tundra with a pretty pitiful resource loadout.

e: Vanilla BNW with no mods.

My theory is that they can’t expand their borders because their culture output is so low without great works and guilds.

A Tartan Tory
Mar 26, 2010

You call that a shotgun?!

Platystemon posted:

Coal is the most optional resource ever. Ironclads are nice but optional (they’re usually perpetually at 1 health from taking cities when I use them), and factories don't get a strategic resource penalty if you go negative. Therefore you can just buy a few coal as a one‐time thing, build your factories, and stop paying for the coal when the deal expires.

Yeah my problem with this is, literally nobody has coal, at all. Worst luck ever. There are only like 4 sources in the entire world and Hiawatha has them all (and is my worst enemy). :psyduck:

I'm tempted to go shank his poo poo in so he will send me coal in a peace deal, that's how desperate I am for coal. Or at least if I liberate Venice they might be nice and let me have their coal.

I imagine this is what being Kaiser Wilhelm II felt like

A Tartan Tory fucked around with this message at 03:04 on Jul 16, 2013

CharlieFoxtrot
Mar 27, 2007

organize digital employees



So I'm jumping back into Civ V after a decent hiatus. Probably nearly 100% of my games have been playing a tall strategy. If I wanted to try going wide, what Civ should I start with (one of the XP civs preferred) and what are the biggest things I should keep in mind? (I'd like to stick relatively on the builder side of things)

A Tartan Tory
Mar 26, 2010

You call that a shotgun?!

CharlieFoxtrot posted:

So I'm jumping back into Civ V after a decent hiatus. Probably nearly 100% of my games have been playing a tall strategy. If I wanted to try going wide, what Civ should I start with (one of the XP civs preferred) and what are the biggest things I should keep in mind? (I'd like to stick relatively on the builder side of things)

Shoshone or Poland are probably the best suited to the wide strategy from the new civs, Zulus as well. As for actually doing it? Have a look at this thread for ideas.

http://forums.civfanatics.com/showthread.php?t=501527

Platystemon
Feb 13, 2012

BREADS

CharlieFoxtrot posted:

So I'm jumping back into Civ V after a decent hiatus. Probably nearly 100% of my games have been playing a tall strategy. If I wanted to try going wide, what Civ should I start with (one of the XP civs preferred) and what are the biggest things I should keep in mind? (I'd like to stick relatively on the builder side of things)

I’d go with Pocatello.

What to keep in mind: ideologies are a big deal. Neglect culture at your peril, because if someone with a different ideology starts pumping out tourism and your culture is weak, you’ll instantly get 30 unhappiness or so. Consider prioritizing Industrialism and factories to get first picks at ideologies.

Culture is relatively harder to come by because the only artist slots are in national wonders now (three guilds: music, writing, and (visual) art). That’s going to be a shock for a tall player. Befriending a cultural city state, settling next to a natural wonder, or generating culture with religion are more important than they used to be.

Whoever meets every other civ and researches Printing Press first is the first host of the World Congress, which is a pretty sweet gig, so consider doing that, too.

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Verranicus
Aug 18, 2009

by VideoGames

Olive Branch posted:

I was roleplaying as Enrico Dandolo, he would have been proud of what I did. :colbert:

Does anyone else roleplay their civ, to an extent? I started a game as Shaka and am totally gunning for an Autocracy Domination victory. Netherlands and Babylon are out, and Rome is next. This continent belongs to Shaka, boys, you just didn't realize it yet.

I've always felt I was weird for roleplaying most games I play of Civ, and I particularly like trying to leave as many civs alive as possible when I play and just seeing how things play out if I keep the game going as long as I can (more games need a "one more turn" option).

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