|
Jastiger posted:For example, in this game I'm talking about, can you give me some pointers where I should settle cities? This spot northeast of your capital (drawn with the most important nearby tiles marked out) gives you a new luxury, three more spices for trading, two bananas, and several river tiles, as well as the benefits of having a city on a river (increased trade route income, gardens, water mill). The most important thing (IMO) for early city growth is tiles that produce more than 2 food, and this location has a few: the jungle bananas are obvious, but you can also chop the forests or jungles along the river to lay down some river-grassland farms, which produce 3 food early and 4 after Civil Service. The forest chops could speed the production of a granary to help push early growth, and the hill along the river can be mined to help with production (as well as the gem hill, obviously). If you settle here, it might be wise to buy the northern banana tile immediately so you can work it. You could found the city here instead if you'd rather have a port than a river. This spot significantly increases the value of the fish tile since it allows a lighthouse, but that's a bit of extra investment. Otherwise this has most of the same benefits as the last spot except that it gets the gems more easily but can't work the southern banana tile. It also allows a fast river-grassland farm on the tile that the city would have been founded on in the last image. This is a pretty greedy position, but it lets you get two fish and a deer in addition to the gems and extra spice. Those deer are in a grassland, too, which is nice for food if you want to cut down the forest. I think this is pretty much just worse than the last two spots, but it's not wholly inconsiderable for after you take one of those. If you're not too hung up on the gems, one of these spots might be preferable to the last one. The extra fish tile will help with growth and there are three hills with jungles that could be chopped to allow you to fine-tune how much production and food you want. You do have to clear some annoying marshes here, though. This isn't a great location, but it has cows to fuel a little early growth and you could get a lot of benefit out of Petra if you were able to rush it here, with lots of desert hills and a few that even have sheep on them. This isn't something that I would go for on a high difficulty, though, because the price of missing Petra will be a pretty weak city, and this location is close enough to Elizabeth that it will cause some friction if she settles her second city north of her capital. I don't think any of these locations are mind-blowers, and I would suggest you get your naval tech going quickly to look for something a little more exciting, or at least a few more luxury resources. Also, you should probably buy the banana tile just northeast of your capital so you can start working it immediately. The extra food will be very helpful.
|
# ? Oct 15, 2013 10:11 |
|
|
# ? May 29, 2024 19:01 |
|
The White Dragon posted:Bananas can't get connected to your trade network anyway beacuse they're just a bonus resource. I still maintain that they're pretty loving terrible to chop anyway because they reduce the hammer output of the tile by 1. They might be okay if Firaxis would dump that stupid restriction, but as it stands, Bananas are basically really lovely Wheat unless you leave them and build a University. When binary, +1 Food will never outweigh +2 Science.
|
# ? Oct 15, 2013 10:14 |
|
Gort posted:Here's a thought for a non-tradition strategy: A cool alternate Arabia strategy is to go Piety/Commerce/Rationalism, by making a beeline for the medieval era, or selecting that option that lets you hold policies and choose them at a later point. Bazaars + Commerce + Arabia's UA means having ridiculous amounts of money in the endgame. We're talking about 4-5000 gold per turn. I won by going diplomatic and buying everybody out with my bottomless funds, but there's a ton of other ways to win. Arabia are amazing.
|
# ? Oct 15, 2013 10:46 |
|
How does Arabias UA or Bazaars meaningfully contribute to a 4-5000 gold per turn surplus?
|
# ? Oct 15, 2013 13:11 |
|
I just started playing civ 5 today, and got it with BNW. Both in the tutorial and my first real randomized game, I conquered all opposing capitals and kept my own. In the tutorial I even went so far as to conquer all the city-states. However in neither game did the victory condition proc. Is this a bug? Something in the settings?
|
# ? Oct 15, 2013 13:12 |
|
JIZZ DENOUEMENT posted:I just started playing civ 5 today, and got it with BNW. Dunno about the tutorial, but did you turn off domination victory in the setup for the "real" game?
|
# ? Oct 15, 2013 13:23 |
|
JIZZ DENOUEMENT posted:I just started playing civ 5 today, and got it with BNW. Did you make sure you conquered all the original capital cities?
|
# ? Oct 15, 2013 13:54 |
|
IAmUnaware posted:
Thanks for the analysis. I'll definitely look into those spots. The thing I was struggling with was that they are all so far from my capital so I'd have to bust my rear end to build a road there. Plus, there is a lot of jungle, but that is really about it. The desert area was nice but none of them had any good food tiles. I'll have to see what works best here, but it looks like going science is the best way since the Wrath of Khan won't really be able to reach anyone.
|
# ? Oct 15, 2013 16:00 |
|
I started playing BNW recently and I just wanted to say that cargo ships are ridiculous holy poo poo. Founding a city and having it grow to size 4 the very next turn? Yes please, absolutely
|
# ? Oct 15, 2013 16:33 |
|
I regularly devote a trade route or two [more as venice] to growth. Got over 55 pop in my capital on my latest culture win.
|
# ? Oct 15, 2013 16:58 |
|
Dr. Video Games 0031 posted:You might not do it because it sets you back in some other developmental areas. You get a late pick or no pick at all on pantheons, aren't building as many scouts as you could for ruins and CS discovery, are focusing on hammers when you should be focusing on food, you won't be able to expand as quickly, and if you don't get culture ruins you'll get social policies more slowly. It's a lot to sacrifice for a free tech. Just because you CAN do something, doesn't mean you should. I tried this last night as Korea and ended up with the GL around turn 40. I ended up nabbing several other Ancient wonders, and I'm now several techs ahead of everyone but playing mop-up on the barbarians raging around my cities. I lucked into some culture ruins. We'll see how this game goes - I played on a huge Earth map and it stuck me in the middle of the Russian steppes, so this will be the first game I've played without any sort of navy for a while. Also, does Kasimir just not explore ruins? I found three of them just outside his borders around turn 55.
|
# ? Oct 15, 2013 17:03 |
|
Peas and Rice posted:I tried this last night as Korea and ended up with the GL around turn 40. I ended up nabbing several other Ancient wonders, and I'm now several techs ahead of everyone but playing mop-up on the barbarians raging around my cities. I lucked into some culture ruins. We'll see how this game goes - I played on a huge Earth map and it stuck me in the middle of the Russian steppes, so this will be the first game I've played without any sort of navy for a while. That's a pretty common thing in my experience. I often find ruins not more than a few hexes outside of a cities borders quite far into the early game. The AI is very fond of having their explorers cross the planet before they check their backyard.
|
# ? Oct 15, 2013 17:22 |
|
I only bother to go for a Great Library on a culture victory run. Those two extra writing slots are too good to pass up.
|
# ? Oct 15, 2013 17:26 |
|
Big fall patch just hit. Patch notes are way too huge to post, so have a handy link instead!
|
# ? Oct 15, 2013 18:32 |
|
jivjov posted:Big fall patch just hit. Patch notes are way too huge to post, so have a handy link instead! Well, so much for the current Goon Multiplayer game. All the plotting and betrayal will be lost, like tears in the rain. Time to patch. We were just about to hit nukes, too.
|
# ? Oct 15, 2013 18:48 |
|
What would be a sensible strategy for playing as Russia? It's probably too late for my current game, as I never really had a specific victory plan in mind. I've grown to be the largest overall country by score, but I'm not really first in culture or science, and not sure I have time for a conquest victory. Also, I assume good players don't just leave all their workers on automatic.
|
# ? Oct 15, 2013 18:50 |
|
I wonder how long it'll take for the Mac patch to hit. I eagerly await trying out new stuff.
|
# ? Oct 15, 2013 19:02 |
|
jivjov posted:Big fall patch just hit. Patch notes are way too huge to post, so have a handy link instead! Looks pretty much the same as the earlier beta patch unless I'm missing something
|
# ? Oct 15, 2013 19:03 |
|
After loading the game it says "Scrambled Continents map pack available." Clicking on it just takes me to the steam store though.
|
# ? Oct 15, 2013 19:26 |
|
Fojar38 posted:After loading the game it says "Scrambled Continents map pack available." Clicking on it just takes me to the steam store though. They are releasing two useless map packs. http://www.gamespot.com/articles/civilization-v-gets-two-new-randomized-dlc-packs/1100-6415594/
|
# ? Oct 15, 2013 19:46 |
|
Bremen posted:Well, so much for the current Goon Multiplayer game. All the plotting and betrayal will be lost, like tears in the rain. Time to patch. Germany diplomacy has struck its ultimate victory in preventing future wars between the great powers! The patch has brought us all together. Consumers may now freely celebrate Eurovision as ABBA performs (victims of Stockholm Syndrome, I'm sure). It was a fun game, and I'm honestly surprised that I didn't get dogpiled instead of Jay.
|
# ? Oct 15, 2013 19:58 |
|
It looks exactly like the beta. What changed?
|
# ? Oct 15, 2013 20:05 |
|
Jastiger posted:It looks exactly like the beta. What changed? The definition of a beta is that nothing should have changed except small tweaks and bug fixes.
|
# ? Oct 15, 2013 20:19 |
|
So is the spy interface completely hosed for anyone else? Edit: I can't establish trade routes either. Fojar38 fucked around with this message at 20:44 on Oct 15, 2013 |
# ? Oct 15, 2013 20:25 |
|
SlightlyMadman posted:The definition of a beta is that nothing should have changed except small tweaks and bug fixes. Yeah, Firaxis straight up said they weren't going to make any balance changes between the beta and full patch. The beta was just for testing the changes they did make for bugs.
|
# ? Oct 15, 2013 20:56 |
|
Fojar38 posted:So is the spy interface completely hosed for anyone else? Are you trying to continue a saved game with the new patch?
|
# ? Oct 15, 2013 20:57 |
|
No, it was after the patch, but I did start it with mods. I reloaded without the mods but it's still hosed. Maybe I should just start a clean game.
|
# ? Oct 15, 2013 21:00 |
|
Fojar38 posted:No, it was after the patch, but I did start it with mods. I reloaded without the mods but it's still hosed. Maybe I should just start a clean game. Save games can be dependent on mods and be impossible to load them without mods. Even if you load them from the regular menu and not the mod menu, if the save is dependent on a mod it will load the mod. Could still be an incompatible mod loving things up.
|
# ? Oct 15, 2013 21:05 |
|
Sounds likely that any mod that affects diplomacy or trade is going to be hosed by this patch and will need updating.
|
# ? Oct 15, 2013 21:30 |
|
I got to the line about changing combat AI on water maps and started to get excited. Turns out it was just that one line, really.
|
# ? Oct 15, 2013 21:53 |
|
3 friends and me just started a game last weekend, does this patch mean we'll have to restart? I haven't kept up to date enough with Civ 5 to know this myself
|
# ? Oct 15, 2013 21:56 |
|
What are the average amount of turns a player will spend looking for a good starting location? Are there any factors that influence where you choose to go first, considering you have a limited view of your surroundings? How far does one go in one direction?
|
# ? Oct 15, 2013 22:04 |
|
Stumpus posted:What are the average amount of turns a player will spend looking for a good starting location? Are there any factors that influence where you choose to go first, considering you have a limited view of your surroundings? How far does one go in one direction? Move your starting warrior in the direction that seems most likely to reveal a good start (along a river, near a mountain, along a coast, etc.), and pick your spot from what you can see there at that point. It's ok to spend a turn or two moving a settler into place, but you probably don't want to explore with it.
|
# ? Oct 15, 2013 22:13 |
|
Stumpus posted:What are the average amount of turns a player will spend looking for a good starting location? Are there any factors that influence where you choose to go first, considering you have a limited view of your surroundings? How far does one go in one direction? Settle on no later than the turn 4 or so. Keep in mind that the game loads up your starting position with resources and usually has two different luxuries. So if things look okay, don't move at all because assume there's good stuff outside of view or there will be hidden resources. Only move if either there's a better looking spot in sight (obviously move your warrior first before making any settler decisions) or if your spot appears to be outright awful.
|
# ? Oct 15, 2013 22:15 |
|
SlightlyMadman posted:Move your starting warrior in the direction that seems most likely to reveal a good start (along a river, near a mountain, along a coast, etc.), and pick your spot from what you can see there at that point. It's ok to spend a turn or two moving a settler into place, but you probably don't want to explore with it. Or use Really Advanced Setup and set starting visibility to 10
|
# ? Oct 15, 2013 23:03 |
|
I haven't really followed the response to Brave New World but does anyone else hate the new Tourism system? It's a more boring way to win a cultural victory than before since Tourism doesn't actually do anything, it just brings you closer to winning the game in a really unfulfilling way. Also it takes ages and is super unfun and gamey. I'm puzzled by why Firaxis did it, since they must have playtested it as an alternate win condition and found it superior in some way, but I can't figure out what.
|
# ? Oct 15, 2013 23:12 |
|
Basically they turned cultural victory into something a bit more nuanced than "pick policies until you win" in a way that also gives non-warmongers something to do in the lategame.
|
# ? Oct 15, 2013 23:18 |
|
Boing posted:I haven't really followed the response to Brave New World but does anyone else hate the new Tourism system? It's a more boring way to win a cultural victory than before since Tourism doesn't actually do anything, it just brings you closer to winning the game in a really unfulfilling way. Also it takes ages and is super unfun and gamey. I'm puzzled by why Firaxis did it, since they must have playtested it as an alternate win condition and found it superior in some way, but I can't figure out what. Tourism does plenty, especially after this patch. Your level of influence with other civs gives you a lot of benefits, on top of having the potential to completely destroy the happiness of civs of opposing ideologies and flip cities.
|
# ? Oct 15, 2013 23:19 |
|
Boing posted:I haven't really followed the response to Brave New World but does anyone else hate the new Tourism system? The verdict from this thread at least has been overwhelmingly positive. Most people found the previous culture system to be dreadfully dull.
|
# ? Oct 15, 2013 23:20 |
|
|
# ? May 29, 2024 19:01 |
|
Boing posted:I haven't really followed the response to Brave New World but does anyone else hate the new Tourism system? It's a more boring way to win a cultural victory than before since Tourism doesn't actually do anything, it just brings you closer to winning the game in a really unfulfilling way. Also it takes ages and is super unfun and gamey. I'm puzzled by why Firaxis did it, since they must have playtested it as an alternate win condition and found it superior in some way, but I can't figure out what. It matters much more once ideologies come into play. All of the combined tourism for all civs having your ideology will force unhappiness onto civs not having your ideology. So the effect is that while culture fights off a competing tourism victory, tourism also fights directly against tourism by making sure that your civ will be causing unhappiness instead of being subjected to it. In today's patch having higher tourism now gives you several bonuses when you have a higher influence over another civ like more science from trade routes, less revolution time when taking their cities, and spies operating more effectively.
|
# ? Oct 15, 2013 23:23 |