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Frida Call Me
Sep 28, 2001

Boy, you gotta carry that weight
Carry that weight a long time
You only really get a huge diplomacy hit if you actually wipe out the other civ or declare war multiple times. The diplomatic hit from declaring war and taking one city will wane after about 100 standard turns.

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Top Gun Reference
Oct 9, 2012
Pillbug
poo poo. I tried offering Darius two size 9 cities, a bunch of GPT and all of my luxuries but he won't budge. I also have no idea how I would go about baiting him to declare war on me.

Welp, looks like I'll have to live up to my name and take it by force. :black101:


e:
VVVVVVVVVVV

You could load your initial turn 0 save and march your settler over to that spot if it doesn't take too many turns. Having all of those resources as Venice would almost feel like cheating.

Top Gun Reference fucked around with this message at 00:57 on Aug 28, 2013

Red Crown
Oct 20, 2008

Pretend my finger's a knife.
The only time I've gotten an AI to even think about selling me a city, it was moments after it had flipped by culture. It wasn't big and wasn't hugely important, and he wanted...all of my luxury resources and all of my GPT. And half my bank account. On the flip side of the coin, most AIs won't buy your cities for more than a pittance.

So, I'm trying out a Venice game and it's like blue balls. I found my first city on a so-so spot, one that will probably reveal more resources in as the game progresses, but is only mediocre for now. I build a scout and move him to the other coast to check for city states, only to find the most absurdly wonderful location for Venice a guy could ask for: 3 cows, a sheep, a fish, and 3 whales :suicide: I restarted the game instead of having to stare at that lost opportunity for 20 hours.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Eric the Mauve posted:

Playing the Inca and setting the map to 3 billion years is practically cheating.

"I win" setups:
  • Inca on 3 billion years (bonus if it's a dry or cold world so everyone else is even more food-screwed)
  • Dutch on either a very soggy or, believe it or not, very dry world for those delicious flood plains to polder up.
  • Carthage or Polynesia on archipelago or small continents.
  • Iroquois, and to a lesser degree Aztecs, on any wooded world.
  • Aztecs would be insane if you could make a world riddled with lakes like swiss cheese, but I don't know how to generate that.
  • Huns any time you start within 20 tiles of a neighbor.

I'm sure there are a few more people can think up.

kholdstayr
Dec 7, 2002
Revenge is a dish best served Khold
Is there any good rule of thumb for when/how often to expand? I am just looking for some simple guidelines that I can use to rate myself when playing. Obviously, this depends on the map size/map features, but in general is there any good tips to use? I feel like I am not expanding enough, especially early on. I am used to playing Civ 4 more, so when playing Civ 5 I feel like I am never keeping up enough.

NZAmoeba
Feb 14, 2005

It turns out it's MAN!
Hair Elf
I'm starting to get annoyed that a lot of the wonders that affect trade routes, like the East India Company, happen BEFORE you get Astronomy and can really explore the world.

So you put all these wonders in your capital, only to find out that you're actually in the rear end end of the world, with nothing but vast ocean around you, and any city you establish in a more central location will have to make do without those awesome wonders you built.

It's happened to me twice in a row now (I like huge maps) and I wish they had thought it through a bit more...

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



Isn't East India a National Wonder? You could hold it off until you have a better world picture.

Speedball
Apr 15, 2008

Alkydere posted:

"I win" setups:
  • Inca on 3 billion years (bonus if it's a dry or cold world so everyone else is even more food-screwed)
  • Dutch on either a very soggy or, believe it or not, very dry world for those delicious flood plains to polder up.
  • Carthage or Polynesia on archipelago or small continents.
  • Iroquois, and to a lesser degree Aztecs, on any wooded world.
  • Aztecs would be insane if you could make a world riddled with lakes like swiss cheese, but I don't know how to generate that.
  • Huns any time you start within 20 tiles of a neighbor.

I'm sure there are a few more people can think up.

I'm pretty sure there actually is a "lake-filled" setting for the game, not sure what it's called. Aztecs are weird, they're a case where their trait, culture from kills, goes obsolete as the game progresses, but their building, floating gardens, is so amazing it carries them through the game.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

Kyrosiris posted:

Isn't East India a National Wonder? You could hold it off until you have a better world picture.

Colossus isn't, and it's not something you can hold off on. But I can't think of any other wonders where the placement would affect trade routes like that.

poverty goat
Feb 15, 2004



Alkydere posted:

"I win" setups:
  • Inca on 3 billion years (bonus if it's a dry or cold world so everyone else is even more food-screwed)
  • Dutch on either a very soggy or, believe it or not, very dry world for those delicious flood plains to polder up.
  • Carthage or Polynesia on archipelago or small continents.
  • Iroquois, and to a lesser degree Aztecs, on any wooded world.
  • Aztecs would be insane if you could make a world riddled with lakes like swiss cheese, but I don't know how to generate that.
  • Huns any time you start within 20 tiles of a neighbor.

I'm sure there are a few more people can think up.

Aztecs can be really ridiculous, lakes be damned, just with a good capital next to a mountain and surrounded by jungle. Being surrounded by jungles you won't clear makes any invasion a tedious mess, and if you're good you'll upgrade Jaguars all the way to the endgame to dance around invaders with impunity; constantly defending your underdog city against inept jungle invasions will pad your culture through the whole game, and you'll be set on science once you upgrade your jungles and build an observatory. It's an incredibly strong setup for either a culture or science victory, even a one city challenge.

Also, mongolia on Epic. Rush chivalry, make a dozen keshiks, be sure to get the honor upgrade that increases their XP, and watch as you conquer everything with a mass of what amounts to horse-mounted artillery that can fire twice per turn 3 tiles away without setting up and then move (after upgrades, which will come fast). They're untouchable until somebody gets flight.

poverty goat fucked around with this message at 02:34 on Aug 28, 2013

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.

a!n posted:

When I go for a tradition opener :haw: I usually always get an early granary+caravan to boost my first couple of cities. It usually amounts to +4 food, which is simply amazing for a fledgling city. They'll usually end up just slightly smaller than your capital in a couple dozen turns. At this point in the game trading with CSs or other civilizations is not as lucrative anyway.

I've never used production trade routes so far, but as you pointed out they're useful for wonders. They are easier to replace then food trade routes, however, as instead of building most stuff you can simply buy it with gold or faith.

I actually like Production routes for new cities too. When the production of the new city is super small and you need some hammers to get it's own production running, those routes are super helpful. Usually if I'm starting a late game city I'll have one trade route of food and one for production.

NZAmoeba
Feb 14, 2005

It turns out it's MAN!
Hair Elf

Kyrosiris posted:

Isn't East India a National Wonder? You could hold it off until you have a better world picture.

Oh man it is? Whoops.

I'm still mad about Colossus though.

Kooriken
Dec 27, 2012

This thread is beneath my talent, but I....shall elevate it.

gggiiimmmppp posted:

Also, mongolia on Epic. Rush chivalry, make a dozen keshiks, be sure to get the honor upgrade that increases their XP, and watch as you conquer everything with a mass of what amounts to horse-mounted artillery that can fire twice per turn 3 tiles away without setting up and then move (after upgrades, which will come fast). They're untouchable until somebody gets flight.

I'd like to note that Keshiks are just as ridiculous on any speed. In my current Mongolian game where I was PLANNING on going Autocracy Culture victory for the cheevo has spiraled out of control as I murdered Russia, causing both India and the Iroquois to declare on me. All the better for me as the Keshiks I had just maimed Russia with then proceeded to completely obliterate not only the combined armies of the two, but also captured their capitals with a little help from a brave pikeman.

So yeah, Keshiks are ridiculous especially when they are Marched Logistics'd Keshiks backed up by a Khan.

This is all on Normal speed. My Keshiks have literally run across the continent a few times in this war.

Ainsley McTree
Feb 19, 2004


Stallion Cabana posted:

I actually like Production routes for new cities too. When the production of the new city is super small and you need some hammers to get it's own production running, those routes are super helpful. Usually if I'm starting a late game city I'll have one trade route of food and one for production.

I can see how a production route for a new city would be useful, but I usually go for a tradition > quick 3-4 cities start, so that by the time I've got a workshop built in my capital, production problems in my other cities are less pronounced (especially once they have their own workshops), and trade routes are profitable enough that I couldn't bear to lose out on the gold (more gold is always better than less gold).

Peas and Rice
Jul 14, 2004

Honor and profit.
I've been going for my first diplomatic victory and playing Venice. I'm not quite sure what I'm doing wrong, but everyone else seems to be the bestest buddies with city-states and I can barely get 3-4 as allies.

I built the Forbidden Palace for the extra delegates, but somehow Alexander, who has two whole cities left, is in so deep with most of the city-states that he's got 10 delegates to my 6. I took Patronage (of course) and maxed it out, and then went for Freedom, which everyone else in the world seems to be ignoring despite the fact that my happiness is finally in the mid-50s and I can just waltz into new City States with my Merchant and buy them without a ding on my happiness anymore.

Is there some grander strategy I'm missing? The only thing I'm not doing that I can think of is micromanaging specialists my cities. I've got my spies rigging elections now, but even though they succeeded in both the cities where they're stationed, those cities didn't swap to Allies (and my influence in one of them is 128 but apparently still not better than Ghandi's.)

Zulily Zoetrope
Jun 1, 2011

Muldoon
You know you can give city states money gifts to make them like you, right? Use your ungodly wealth from all your trade routes to buy up city states. You can check how much influence you need by hovering over the icon of their current ally in the city state screen.

Also, kill Alexander. Plant a big army at his doorstep, take his two cities and then make peace with his former allies.

Peas and Rice
Jul 14, 2004

Honor and profit.
So that's the other problem: I've only got about 2-3k cash on hand at any time. I keep spending it on upgrading my units, research agreements since my tech seems nerfed, and buying poo poo for my city-states that think making 10 Research is more important than building a loving factory to increase their production (or Walls for that matter.) I'm pulling in between 250 and 300 a turn but it seems like I'm spending it right away.

And that's with 14 trade routes. Some of them are land routes, because about half my cities are on the main continent where for some reason the AI decided to build a bunch of inland cities and hardly any on the coast.

My last game as Polynesia I had 24k gold by the time I was done, and couldn't spend it fast enough. This time I feel like I'm always strapped for cash despite being, well, loving Venice.

Should I be swapping to more sea routes at this point in the game? Most routes still only bring in 15-20 gold, tops.

It's about 1900 if that matters, and I just got Radio (to outflank Poland and use my two great engineers to steal the Eiffel Tower and Broadway away from them to gently caress up their potential Cultural victory.)

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
Sea routes are generally better. They're worth more and there's generally less barbarians at sea than land.

Jolan
Feb 5, 2007

Peas and Rice posted:

Should I be swapping to more sea routes at this point in the game? Most routes still only bring in 15-20 gold, tops.

Yes. And Freedom's got the "increased coup chance"-tenet, so take that and use your spies to coup CS' (just rigging elections only adds some influence for you if successful, while a coup swaps your influence level for that of the CS ally, thus being much more effective). And, of course, destroy Alexander.

Peas and Rice
Jul 14, 2004

Honor and profit.

Jolan posted:

Yes. And Freedom's got the "increased coup chance"-tenet, so take that and use your spies to coup CS' (just rigging elections only adds some influence for you if successful, while a coup swaps your influence level for that of the CS ally, thus being much more effective). And, of course, destroy Alexander.

The highest Coup chance I've seen is 50%, and of the three spies I have right now, one is 33% and the other two are at 0%. Is there anything I can do to increase it?

Blorange
Jan 31, 2007

A wizard did it

RagnarokAngel posted:

Sea routes are generally better. They're worth more and there's generally less barbarians at sea than land.

Generally, but the instance someone with any naval presence declares war on you expect to rebuild a lot of cargo ships. They're worth twice as much but completely impossible to defend unless you can completely shut your opponents out of the ocean. Caravans are less valuable but much more reliable.

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



Peas and Rice posted:

The highest Coup chance I've seen is 50%, and of the three spies I have right now, one is 33% and the other two are at 0%. Is there anything I can do to increase it?

I've seen it as high as 85%, but that was with a rank 3 spy and I already had decent influence on the CS in question.

Edit: This was also on Prince, I don't know if difficulty impacts coup chances.

Kyrosiris fucked around with this message at 17:51 on Aug 28, 2013

Peas and Rice
Jul 14, 2004

Honor and profit.

Blorange posted:

Generally, but the instance someone with any naval presence declares war on you expect to rebuild a lot of cargo ships. They're worth twice as much but completely impossible to defend unless you can completely shut your opponents out of the ocean. Caravans are less valuable but much more reliable.

Well I'm about to construct the greatest fleet of submarines the world has ever seen. I used them last game and completely owned the seas. Thank you, no-resource stealthy ocean units! :ussr:

Thanks for the help. This may be the first game I actually end up losing but I'm learning a lot about nuance and different ways to play.

Edit: if your spy gets killed attempting a coup, do you get a replacement spy or is it totally gone?

Blorange
Jan 31, 2007

A wizard did it

Peas and Rice posted:

Well I'm about to construct the greatest fleet of submarines the world has ever seen. I used them last game and completely owned the seas. Thank you, no-resource stealthy ocean units! :ussr:

Thanks for the help. This may be the first game I actually end up losing but I'm learning a lot about nuance and different ways to play.

Edit: if your spy gets killed attempting a coup, do you get a replacement spy or is it totally gone?

You'll get a new one, it just takes a few turns.

Joe Der Maus
Mar 19, 2007

mouseketeerous rex
I just finished my first game with BNW. I played as Venice on an archipelago map and won with a cultural victory. My main competition for the game was Austria, so by 1800 every city state on the map had been purchased and absorbed into one empire or another. I was making enough gold from trade routes to maintain a large enough standing navy to deter anyone from going to war with me, so while the rest of the world broke out into fights, I just kept chugging out boats and tourism.

edit: and I started a game as the Shoshone(sp?) last night. Their UA is great for grabbing an early advantage because it intentionally goes for resources for your extra land and the UU lets you pick your prize from ruins, but those both are only useful in the early game, so we'll have to see how it goes once all of the land has been grabbed and huts explored.

Joe Der Maus fucked around with this message at 18:16 on Aug 28, 2013

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
I'm pretty sure that performing a coup in a city state is easier the higher your own influence is. Try dumping a little gold on one and then check the chances again. Haven't really messed with the city state side of the game very seriously yet.

Meme Poker Party
Sep 1, 2006

by Azathoth

Kajeesus posted:

You know you can give city states money gifts to make them like you, right?

I like how you first approach this by assuming he is a complete and total idiot.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Peas and Rice posted:

I've been going for my first diplomatic victory and playing Venice. I'm not quite sure what I'm doing wrong, but everyone else seems to be the bestest buddies with city-states and I can barely get 3-4 as allies.

I built the Forbidden Palace for the extra delegates, but somehow Alexander, who has two whole cities left, is in so deep with most of the city-states that he's got 10 delegates to my 6. I took Patronage (of course) and maxed it out, and then went for Freedom, which everyone else in the world seems to be ignoring despite the fact that my happiness is finally in the mid-50s and I can just waltz into new City States with my Merchant and buy them without a ding on my happiness anymore.

Is there some grander strategy I'm missing? The only thing I'm not doing that I can think of is micromanaging specialists my cities. I've got my spies rigging elections now, but even though they succeeded in both the cities where they're stationed, those cities didn't swap to Allies (and my influence in one of them is 128 but apparently still not better than Ghandi's.)

If you're Venice with Freedom, take the Freedom policy that gives you 4 influence a turn with any CS you have a trade route with and then send cargo ships to every CS you can.

Speedball
Apr 15, 2008

Coup chances go up the better your influence is with the CS, so sending in a spy to rig elections for a few turns and then going for the Coup usually works better for me.

Alexander is a monster if left unchecked, you need to be very careful of him.

Oh, and if you go to war with a big civ, all their CS allies will declare war too, but if you conclude by killing the civ, then you have to manually make peace with the city-states.

Starks
Sep 24, 2006

Your chance of getting a coup is based on your spy's rank and the difference between your influence and the influence of the civ you're trying to supplant, so there's a pretty direct trade-off between risk/reward. You can get some pretty ridiculous coup-spamming going once you get national intelligence agency since even when your spies fail you get a new one at rank 2 in a few turns.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
I've found that if you can spare a few units to smack the city state around a bit and wipe out some of their units they're willing to make peace way before the main civ, which is nice.

poverty goat
Feb 15, 2004



Kajeesus posted:

You know you can give city states money gifts to make them like you, right? Use your ungodly wealth from all your trade routes to buy up city states. You can check how much influence you need by hovering over the icon of their current ally in the city state screen.

Also, kill Alexander. Plant a big army at his doorstep, take his two cities and then make peace with his former allies.

Alexander will usually denounce everyone and backstab his allies, which combined with his tendency to steal everyone's citystates usually makes ganging up on him a great team-building exercise in the early game. Unless he's on another continent and you don't meet him until you're exploring in caravels Alexander should be on the receiving end of all sorts of international grief. He's almost never a factor in the endgame for me, and rear end in a top hat civs like that make it really easy to solidify your alliances by denouncing and going to war against him with all of your friends. Also, if you have the gold and you need to steal a bunch of citystates from him, try to get each citystate within 250 gold of flipping to your side with small donations, then flip them all at once in a turn. It makes it much less likely that he'll have the gold/spies ready to immediately flip them back (though if you really want to lock them down, declare war immediately after). Naturally this also works great for an endgame UN coup against whoever.

poverty goat fucked around with this message at 19:31 on Aug 28, 2013

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Last time I met Alex he was in the process of being gobbled up by Shaka. A few turns later he was gone.

I later resurrected him, but not out of pity - I just wanted to piss everyone else off. The newly-resurrected Alex wasted no time in going around the table denouncing everyone one by one.

poverty goat
Feb 15, 2004



Shaka, Alexander and/or Atilla starting the game right next to each other is just justice. :byewhore:

My favorite rear end in a top hat civ is France, though, because he likes to declare war too late against unbeatable odds, then lose everything and mope for the rest of the game.

poverty goat fucked around with this message at 19:39 on Aug 28, 2013

Peas and Rice
Jul 14, 2004

Honor and profit.
I have no problem taking on Alexander. Pretty much everyone else hates him, and his cities would make excellent bases for my trade ships. Plus, I've received so many units as gifts Venice is surrounded by an army three units deep in most places.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I tried to get this on green man gaming for the 22.99 discounted price, but after clicking on buy it takes me to a 'not found' page. What's the cheapest this game sells for? Does steam do black friday deals or will I need to wait for the christmas sale to get this?

Dirt
May 26, 2003

Is there any way to "speed up" a culture win? Like a specific order to do the tech tree, or what? I've managed one culture win(with Brazil), but it was with science and diplomacy disabled.


Playing on Prince or King usually, and I either win via science or diplomacy long before culture is a factor. What am I doing wrong, exactly?

Peas and Rice
Jul 14, 2004

Honor and profit.
I've only ever won with Culture before my potentially ill-fated Diplomacy attempt.

Corner the market on any wonder that has slots for Great Works. Get the Policies that allow you to buy Great Artists, Musicians, and Writers with Faith. When you get Archeology, go after several artifacts right away. Then spend the last part of the game swapping great works and artifacts to maximize your museums and Wonders. Max out Aesthetics so you double your theming bonuses.

Must-haves include the Lourve, the Eiffel Tower, and Broadway.

Speedball
Apr 15, 2008

And Uffizi, and Globe Theater, and Leaning Tower of Pisa (that makes you create great people faster, very important)

Sistine Chapel...


And make absolutely sure you get Cathedrals for your religion, because cathedrals are the only early way to have a place to put Great Paintings.

Wonder-spamming was important for culture victories in vanilla Civ V, and it's still true now, you just need to know which wonders to go for.

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Dr. Video Games 0031
Jul 17, 2004

You can get Hermitage before you get your second Great Artist in most cases, or you can get Sistine Chapel or Uffizi earlier than Museums as well. Cathedrals are honestly not that good and not at all necessary for culture victories. Buildings like Pagodas are probably better.

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