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Maybe they should work oppositely than they do now. Start very expensive and get cheaper with every basic building built. And remove the every city requirement.
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# ? Sep 30, 2013 18:57 |
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# ? May 29, 2024 23:07 |
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The Human Crouton posted:I do hate the way national wonders are handled. I realize that they are made to give tall empires an advantage against wide science generating empires, but it's stupid to halt my expansion because I need one building. Doesn't having more cities just up the hammer cost of those national wonders anyway? Perhaps they should have ditched the "required buildings" things in favour of pure hammer cost.
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# ? Sep 30, 2013 19:11 |
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KKKlean Energy posted:Doesn't having more cities just up the hammer cost of those national wonders anyway? Perhaps they should have ditched the "required buildings" things in favour of pure hammer cost. Yes, more cities do up the hammer cost, and I agree. Just make the cost go up even more per city instead of requiring so may prerequisite buildings. Just make the prerequisite building required in the city that the wonder is going to be built in.
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# ? Sep 30, 2013 19:18 |
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The Human Crouton posted:Yes, more cities do up the hammer cost, and I agree. Just make the cost go up even more per city instead of requiring so may prerequisite buildings. Just make the prerequisite building required in the city that the wonder is going to be built in. Compromise: Very high hammer cost based on empire size, but reduced for every building. So, national college would be buildable with a library in the city you want to build it in, but very expensive. For every library you build in another city, the hammer price drops.
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# ? Sep 30, 2013 21:53 |
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The old Civ 4 solution was "three of the building OR a building in each city", I vaguely seem to recall. Could work here.
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# ? Sep 30, 2013 22:52 |
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I think that number scaled based on map sized and on standard maps it was more than 3, but yeah. Build X number of buildings or have them in all of your cities" was a good solution that didn't punish wide players so aggressively. There are way too many points in Civ V where expanding to any location is a really bad decision. One of the four X's is Expand and you can barely do that! I really hope their fall patch addresses the issues that hamstring wide play without making one style way more powerful than the other. It's okay to have systems that limit expansion. I still really enjoy Civ IV's maintenance system, but Civ V has like four different systems that make expansion painful. It strikes me as extremely unnecessary that wide play needs to be limited in so many different ways instead of just having a single elegant solution to the problem. The lack of one speaks for pretty bad design. Unfortunately it's not like they can just redo all of those systems from scratch in a patch so they're left just trying to delicately balance it through a series of hacks and it's not working out. Dr. Video Games 0031 fucked around with this message at 23:04 on Sep 30, 2013 |
# ? Sep 30, 2013 22:59 |
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Dr. Video Games 0031 posted:I think that number scaled based on map sized and on standard maps it was more than 3, but yeah. Build X number of buildings or have them in all of your cities" was a good solution that didn't punish wide players so aggressively. There are way too many points in Civ V where expanding to any location is a really bad decision. One of the four X's is Expand and you can barely do that! I really hope their fall patch addresses the issues that hamstring wide play without making one style way more powerful than the other. I recently won a game as the Shoshone with three cities because it was never worthwhile to expand. They're normally a quite wide civ but tall is the dominant build unless you have a very happy, rich, and militaristic empire.
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# ? Sep 30, 2013 23:04 |
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While I'm griping, is anyone else displeased with the way the AI trades for luxuries? As in, they will NEVER initiate a luxury trade deal with the player under any circumstance, but since BNW are really active about trading with other AIs? They'll come to you to renew existing trade deals but will never try to start any new ones with you. The end result is that the AI will almost never have excess luxuries to trade with the player. You are by and large left out of the global trade scene and can really only ever sell your excess luxuries because it's rare that countries have spares. The only time they will have a spare luxury is when they have no other trading partner. But because they still won't go to the player even in this circumstance, you have to check the diplomacy overview every single turn in hopes that the AI will have a spare. Because if you miss that for a few turns, they might find someone else to trade with. This is just poo poo gameplay, plain and simple. Trading for luxuries is a really unfun part of the game now, they somehow turned it into a total chore.
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# ? Sep 30, 2013 23:18 |
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What annoys me even more is that if your luxury trade is canceled for some reason and is not eligible for renewal (I think this usually happens in a GPT sale when they don't have the money to renew it), it will sit on their back-burner, and they'll offer it back up at some point in the future. Unfortunately, it doesn't check to see if you still have an excess resource at that point, and those offers are indistinguishable from a normal renegotiation, but might end up resulting in you selling your last copy of a resource.
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# ? Sep 30, 2013 23:22 |
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SlightlyMadman posted:What annoys me even more is that if your luxury trade is canceled for some reason and is not eligible for renewal (I think this usually happens in a GPT sale when they don't have the money to renew it), it will sit on their back-burner, and they'll offer it back up at some point in the future. Unfortunately, it doesn't check to see if you still have an excess resource at that point, and those offers are indistinguishable from a normal renegotiation, but might end up resulting in you selling your last copy of a resource. There's even a display bug that makes this even worse. Occasionally when these offers come to you, it will say on the trade screen that you have 2 of the resource they're asking for. But nope! You only have one. If you aren't keeping track of your resources you can trade away your last copy because the game is telling you that you have more than you really do.
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# ? Sep 30, 2013 23:25 |
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Dr. Video Games 0031 posted:There's even a display bug that makes this even worse. Occasionally when these offers come to you, it will say on the trade screen that you have 2 of the resource they're asking for. But nope! You only have one. If you aren't keeping track of your resources you can trade away your last copy because the game is telling you that you have more than you really do. Yeah, whenever I get an offer from the AI, I decline it then open up diplomacy with them on my turn and start a new deal if it's still possible. This is really all less of a problem now though, since luxuries for cash isn't the be-all and end-all of early game any more. I get by on Immortal just fine without too much luxury trading, since it's such a small amount of money compared to trade routes (which of course have their own UI horribleness, but it's at least a little easier to manage).
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# ? Sep 30, 2013 23:29 |
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Getting a super early friend is still a big boon to my early game if it means getting a free 240 or 480 gold out of it. It means an extra worker of settler in the part of the game where your hammers are most precious.
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# ? Sep 30, 2013 23:32 |
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Holy poo poo, AI Alexander is retarded. A couple friends and I started a multiplayer game, and it's about 1600 AD with all three of us declaring war on him. We were hoping that we could gently caress him up before the Industrial Era, but now he has 17 loving World Congress votes, and the closest any of us have is 4. His first proposal was to embargo me as Portugal, and I can't build Feitorias anywhere because every city state is at war with me. Whenever we try to take one of his 15 cities he just farts another one out as soon as it's done being razed. I have the second biggest military and his is still twice the size of mine. It's not like we could push into his capital anyway because it's surrounded by city states that he has at least 150 influence with.
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# ? Oct 1, 2013 00:33 |
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Chamale posted:I recently won a game as the Shoshone with three cities because it was never worthwhile to expand. They're normally a quite wide civ but tall is the dominant build unless you have a very happy, rich, and militaristic empire. This is what happened to me too. I played Random which got me something like Large Islands, and basically every civ got their own personal Island and there were a bunch of other uninahbited ones. Thanks to my massive loving borders I built 4 cities to completely prevent settling in the entire Island (one Civ got a single tile on the island and pissed me off forever), and that was it. I think I ended with like 8 cities, and I felt that was a bit wide. I had 5 on the Island, one on a tiny rear end island a bit away because it had access to more Luxuries, and pair of colonies, one in the Norht Pole, and one on Byzatine's Island. Like I almost feel that's as wide as you would ever want to build even with a focus on going wide.
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# ? Oct 1, 2013 00:43 |
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SlightlyMadman posted:What annoys me even more is that if your luxury trade is canceled for some reason and is not eligible for renewal (I think this usually happens in a GPT sale when they don't have the money to renew it), it will sit on their back-burner, and they'll offer it back up at some point in the future. Unfortunately, it doesn't check to see if you still have an excess resource at that point, and those offers are indistinguishable from a normal renegotiation, but might end up resulting in you selling your last copy of a resource. Completely agree here. Easy(ish) fix would be a revamped resources UI which shows exactly where your resources come from and where they're going. I have a game going right now where I have 4x silver to trade and its a gigantic pain in the dick to even figure out whether all of them are being traded, much less who I'm already trading them to. E: Maybe an extra line in diplo overview which shows current resource trades? Wouldn't fix whole problem but it would help when you're trying to find someone who would trade for your duplicate Xes. goatsestretchgoals fucked around with this message at 01:53 on Oct 1, 2013 |
# ? Oct 1, 2013 01:50 |
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bitcoin bastard posted:Completely agree here. Easy(ish) fix would be a revamped resources UI which shows exactly where your resources come from and where they're going. On the top left info display, there's an option to show your resources. It tells you how many of each luxury you have, and how many you're trading away. There are also a couple of other useful modes there, like a Great Person tracker that tells you the GP progress in each of your cities and how many turns you are to the next GP for each type. Why doesn't the game do that math for you when in the city view? Who knows, the UI is really inconsistent like that. edit: Is there a way to force the game to use certain mods? I'm trying to load a game that I started with InfoAddict but apparently it doesn't want to accept that and no matter what I try it loads the save without it. Why is mod implementation still so incredibly half assed? Dr. Video Games 0031 fucked around with this message at 02:23 on Oct 1, 2013 |
# ? Oct 1, 2013 01:54 |
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I feel stupid asking this but - just how do you wage war effectively? I realized in my most recent game that I either 1) never take the offensive, relying entirely on city defense boosters/entrenched archers or 2) waited until late game when I have an overwhelming tech advantage. And after trying, I have no idea how to wage war in the early/mid game.
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# ? Oct 1, 2013 02:36 |
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Tempest_56 posted:I feel stupid asking this but - just how do you wage war effectively? I realized in my most recent game that I either 1) never take the offensive, relying entirely on city defense boosters/entrenched archers or 2) waited until late game when I have an overwhelming tech advantage. And after trying, I have no idea how to wage war in the early/mid game. Your army should be comprised primarily of archers and bowmen until you get cannons, after which it should be mostly cannons/artillery. Shoot dudes with your long ranged guys and keep a few melee units around to protect your shootin dudes. The AI is not able to handle this at all and if you have a terrain advantage it'll swing even harder in your favor.
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# ? Oct 1, 2013 02:40 |
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Tempest_56 posted:I feel stupid asking this but - just how do you wage war effectively? I realized in my most recent game that I either 1) never take the offensive, relying entirely on city defense boosters/entrenched archers or 2) waited until late game when I have an overwhelming tech advantage. And after trying, I have no idea how to wage war in the early/mid game. Your army should be like 90% ranged/artillery units and the rest melee. If you somehow find yourself in the appropriate tech level where knights (or some other mounted UU) dominate everything, build lots of those, but remember you will need ranged/artillery to actually take cities. If their military is stronger, then set up defensive line near your cities and let them smash against their defenses, focus firing units as much as possible. It's always better to destroy a unit than it is to weaken strong units. If your military is stronger, focus on one city at a time (unless you hilariously out tech them too).
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# ? Oct 1, 2013 02:43 |
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Holy gently caress, just had the closest multiplayer game ever. My friend won on turn 261 with a spaceship. We hit "just one more turn" and on my turn 261, I was able to launch a spaceship and also vote myself world leader in Congress. The game was determined by the random decision that he would get to play first.
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# ? Oct 1, 2013 03:35 |
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Melee units to screen for your ranged blob are optional. Usually a better option is just more archers in your blob. Kill things before they can kill you. The only purpose melee serves in combat 95% of the time is city capture. There are a handful of good melee UUs, like the Impi and Kris Swordsmen. Those are actually totally amazing units, it takes one to make you consider using melee over ranged.
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# ? Oct 1, 2013 04:50 |
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Dr. Video Games 0031 posted:Melee units to screen for your ranged blob are optional. Usually a better option is just more archers in your blob. Kill things before they can kill you. The only purpose melee serves in combat 95% of the time is city capture. The other five percent is "fortify in strategic places for vision against barbarians"
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# ? Oct 1, 2013 04:52 |
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It get that ranged is really good, but the upgrade to gatling guns is just awful. Unless they're fancy enough to get the range promotion early, they just feel barely more useful than riflemen for a ton more work.
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# ? Oct 1, 2013 04:57 |
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Emasculator posted:It get that ranged is really good, but the upgrade to gatling guns is just awful. Unless they're fancy enough to get the range promotion early, they just feel barely more useful than riflemen for a ton more work. That's why you gotta make the transition to cannons/artillery. Gatling guns become your new meatshields - which manage to out meat musketmen at least, and cavalry become the city captors.
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# ? Oct 1, 2013 05:02 |
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I hear you guys about singleplayer, but how about multi? I've found something of a lack of success in multiplayer, and I wonder if it's because I'm not building sufficient ranged units---people are definitely smart enough to deal a lot of damage to ranged guys really quickly, but then, I remember Advance Wars's philosophy toward melee and ranged and this seems pretty similar. What do you guys think?
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# ? Oct 1, 2013 05:23 |
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Gatling guns and machine guns are really more for defense than offense anyway. Good for late-game barbarians, too, assuming there are any.
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# ? Oct 1, 2013 05:25 |
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The barbarians seem to attack me way more than they attack the AI's. Is that just my perception?
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# ? Oct 1, 2013 05:27 |
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Getting some range promoted gatling guns is pretty fantastic, though. Usually you will choose Logistics over Range for their level 5 promotion, but if you're on the cusp of industrialization, go range first and then laugh as your archer blob more than doubles in strength.
Dr. Video Games 0031 fucked around with this message at 05:31 on Oct 1, 2013 |
# ? Oct 1, 2013 05:28 |
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redreader posted:The barbarians seem to attack me way more than they attack the AI's. Is that just my perception? They ruin anyone's day they can, it's probably your perception. You just don't see it when they start raiding other people's improvements. They seem fond of attacking city-states, at least.
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# ? Oct 1, 2013 05:28 |
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redreader posted:The barbarians seem to attack me way more than they attack the AI's. Is that just my perception? Depending on what you mean, it is and it isn't. If you mean they invade your territory and mess with you more, then no, the AI gets equal treatment. You just usually don't have eyes on them but I've seen some AI countryside ravaged by barbs before. But give barbs an equal choice of who to attack when you and the AI are in their vision, they will go for you 100% of the time. But that's just for their short term combat decision making.
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# ? Oct 1, 2013 05:31 |
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Does difficulty effect barbarians?
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# ? Oct 1, 2013 05:52 |
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Geight posted:Does difficulty effect barbarians? Their spawn rate and I think the % of the flat bonus you get against them.
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# ? Oct 1, 2013 06:11 |
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I decided to start a new game as France to go for a culture victory. Early in the game I allied with a militaristic city-state without having to do anything, and they proceeded to gift me four siege towers in a row. I've never played Assyria before, so I decided to test them out against my closest neighbor Egypt. Turns out they're just as powerful as everyone has always said! Now I've got Thebes under my control, with its seven beautiful wonders, and left them with just a rinky-dink little Memphis in the tundra after razing their other city, which just happened to be in my way. I knew there was a reason I didn't focus on trying to build any wonders in the early game! Of course now Germany hates me for being a warmonger and just decided to try and embargo me as the first World Congress resolution. At least I've got 30 turns to deal with that. I'm also really hoping I manage to get the Uffizi first in Paris.
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# ? Oct 1, 2013 07:42 |
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For the guy asking about midgame warfare, try this. Play Germany, do the usual Tradition start. Get to Mathematics reasonably quickly, and get about four catapults. Next, get to Civil Service. Build as many Landsknechts as your gold per turn will allow. Pick a neighbour with luxuries you don't have, steamroll him. Raze any city that doesn't contain a wonder or unique luxury.
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# ? Oct 1, 2013 08:37 |
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Gort posted:For the guy asking about midgame warfare, try this. Play Germany, do the usual Tradition start. Get to Mathematics reasonably quickly, and get about four catapults. Next, get to Civil Service. Build as many Landsknechts as your gold per turn will allow. Landsknecht swarming will also give you a good lesson in logistics! Honestly though it's very easy to overbuild on them and end up with a ton of units that stand around and do nothing and also promotes reckless play that doesn't see many units lasting long enough to get level 5+ promotions. Zulus are probably better to learn mid game warfare with. Their Impi are insanely overpowered but you don't have an unlimited amount of them. Dr. Video Games 0031 fucked around with this message at 09:34 on Oct 1, 2013 |
# ? Oct 1, 2013 09:31 |
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Geight posted:Does difficulty effect barbarians? No, barbarians are in the game regardless of difficulty. ()
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# ? Oct 1, 2013 10:26 |
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Difficulty does affect barbarian spawn rate as well, I believe.
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# ? Oct 1, 2013 10:28 |
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KKKlean Energy posted:No, barbarians are in the game regardless of difficulty. The perenthesis make it look like the smug face just threw down a sick burn. On topic: Yes, as a huge pussy that typically plays below king, I can almost assure you that difficulty affects them.
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# ? Oct 1, 2013 12:47 |
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SirKibbles posted:Their spawn rate and I think the % of the flat bonus you get against them. spawn rate is only tied to the raging barbarians option afaik (note to self: never play on a giant earth map again with that option turned on)
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# ? Oct 1, 2013 14:43 |
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# ? May 29, 2024 23:07 |
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So there's some Brave New World beta patch notes for the fall patch.Beta Notes posted:Civ V Brave New World Fall Patch Notes You can get these yourself by right-clicking Civ5, selecting the beta tab, and using 'publicbetaplease' as the password; it's been posted on CivFanatics.
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# ? Oct 1, 2013 15:23 |