|
I always felt Civ IIII had the best implementation to America. They were industrious (double speed workers) and expansionist (free scout, better bonuses from huts, and start with pottery.) If you got rolling America would just poo poo out cities and absolutely dominated the playing wide strategy. Each American city would likely be lower quality than other empire's, but you'd have so many in absolute numbers everyone else just got steamrolled. I tend to only play at the mid levels, but from reading this thread it seems to be the dominant strategies are all tall strategies. The solution is to modify Manifest Destiny so as to make America into an effective wide civilization. This can also be combined with the focus on winning culture victories if we look to America's history as a land of immigration. I would suggest changing Manifest Destiny to provide an increase in city growth based on how much your beating other civs at tourism/culture. I think for this to work they would also need a unique building that grants a combination of culture and happiness to fuel the wide growth. My first thought is make the econ buildings give a slight bonus to culture and happiness, but that feels overpowered. Another idea is that the city grown also increases the Great Person point generation in cities when active, to reflect all the immigrating talent.
|
# ? Dec 6, 2013 05:41 |
|
|
# ? May 30, 2024 22:16 |
|
Peas and Rice posted:Inuit would be loving cool, and would map well to the "faith from tunda / aurora borealis" religion bonus too. I'd love to see an Inuit civ! Inuksuks would be perfect as their tundra/snow only UI. Not sure what other bonuses/UB/UU you might give them though. Maybe a dog-sled replacing the scout/chariot archer or a replacing the trireme with kayaks that can travel through ice? Extra food/production/gold/happiness from ocean resources? I'd imagine they'd be best used in a wide strategy settling along the north/south on the land other civs can't make good use of. EDIT: I found this on the steam workshop, though I'm not sure I agree with most of the trait choices. The art looks pretty good though! Hardcordion fucked around with this message at 06:00 on Dec 6, 2013 |
# ? Dec 6, 2013 05:56 |
|
Peas and Rice posted:Couldn't you stack the Alhambra's automatic bonus with this too to effectively squeeze another promotion in? Alhambra, and all "free" promotions (Samurai and Carolean to name a few) don't actually count against your XP. This ends up being relevant when trying to get units to the higher promotions, because the costs keep increasing. So free promotions are even more valuable since they effectively reduce the cost of future promotions. It normally costs 100 experience to reach level 4 (10+20+30+40) to grab something like March (Drill I, II, III required). You end up bypassing the expensive level 4, so that free promotion ends up being worth 40 experience. So you are likely better off with Alhambra than BB Gate AND Assyria's UB. The Zulu are also a weird corner case here, both because they have a unique promotion tree and a different experience table due to their UA.
|
# ? Dec 6, 2013 06:04 |
|
Soylent Pudding posted:The solution is to modify Manifest Destiny so as to make America into an effective wide civilization. This can also be combined with the focus on winning culture victories if we look to America's history as a land of immigration. I would suggest changing Manifest Destiny to provide an increase in city growth based on how much your beating other civs at tourism/culture. I think for this to work they would also need a unique building that grants a combination of culture and happiness to fuel the wide growth. My first thought is make the econ buildings give a slight bonus to culture and happiness, but that feels overpowered. Another idea is that the city grown also increases the Great Person point generation in cities when active, to reflect all the immigrating talent. I think you're on the right track, but perhaps for Manifest Destiny a better option would be to mirror/play off of Gandhi's UA - something to reduce the happiness/culture/science penalties to the number of cities. Say, halve those and suddenly America benefits from playing wide with twice as many cities as their neighbors. drat powerful, so probably closer to 25% less of a penalty or something would be better.
|
# ? Dec 6, 2013 06:05 |
|
I finally got around to playing Venice. All the lazy things I sometimes do—favouring my capital, puppetting everything, bribing the AI to go to war so I don’t have to, buying all my military—are actually the right things to do with Venice. The highlight of the game was when I realised I didn’t have to build archæologists because the AI was doing it for me. Even with the puppet science penalties I ended the game with over two thousand beakers per turn. I was making one thousand culture per turn, too, which was just absurd with the single‐city policy costs. The one thing I don’t like about playing Venice is that it’s so hard to manage great person generation. I get the feeling the developers don’t expect people to min‐max that, except with Venice it’s especially important to get great merchants when you want them. It’s a shame the AI can’t seem to play Venice well enough to survive early wars. An AI that played to Venice’ strengths would be a worthy adversary in the late game.
|
# ? Dec 6, 2013 18:05 |
|
I have so much problems establishing my own religion: it seems random if the great prophet appears or not. How can I encourage the GP production?
ManOfTheYear fucked around with this message at 22:51 on Dec 6, 2013 |
# ? Dec 6, 2013 22:46 |
|
That's because it is random if you get a great prophet. You need to hit a threshold of faith points first, but after that, just pray.
|
# ? Dec 6, 2013 22:49 |
|
Speedball posted:That's because it is random if you get a great prophet. You need to hit a threshold of faith points first, but after that, just pray. Fitting.
|
# ? Dec 6, 2013 22:51 |
|
One of the mods I use has the GP appear the turn after you cross the threshold so it can be *fixed*. You might have some luck checking the workshop.
|
# ? Dec 6, 2013 22:54 |
|
Speedball posted:That's because it is random if you get a great prophet. You need to hit a threshold of faith points first, but after that, just pray.
|
# ? Dec 6, 2013 22:59 |
|
I am more upset about the weakness of the great prophet's tile improvement. Really? Just 6 faith? Costing the high cost of obtaining more prophets down the road (not to mention missionaries, inquisitors, great people, etc), I feel like it should be at least 10.
Snipee fucked around with this message at 23:09 on Dec 6, 2013 |
# ? Dec 6, 2013 23:06 |
|
Snipee posted:I am more upset about the weakness of the great prophet's tile improvement. Really? Just 6 faith? Costing the high cost of obtaining more prophets down the road (not to mention missionaries, inquisitors, great people, etc), I feel like it should be at least 10. Finish Piety and the tile gives you culture and gold points too. Then it's definitely worth it.
|
# ? Dec 6, 2013 23:09 |
|
misguided rage posted:The worst part about it is that you still lose all of your faith, whether you're over the threshold by 1 or 100.
|
# ? Dec 6, 2013 23:16 |
|
Marketing New Brain posted:Well yeah, that's the idea in a nutshell, I was just trying to give some players an idea of how to maximize Brazil, because it is a very powerful UA when used correctly. I've won culture games before even researching The Internet, although games almost always end shortly after since once you quadruple your tourism there's usually only one Civ who isn't influenced and you can just send Lady Gaga or whoever over there for a victory concert. Brazil is Party Cat
|
# ? Dec 7, 2013 00:38 |
|
Poil posted:No the worst part is waiting for your first prophet when being at 250+ faith and the game doesn't give you one until the neighboring AI gets theirs, and they steal the benefits you were aiming for. And since they got theirs 1 turn faster all nearby cities are going to flip to their religion. No, the worst is when that happens, but instead of locking you out of the best beliefs, they lock you out of founding a religion entirely.
|
# ? Dec 7, 2013 01:16 |
|
I'm usually slow to found a religion and get to choose from the scraps the other civs decided to leave me like +2 happiness from gardens when I'm a tall civ or something.
|
# ? Dec 7, 2013 01:21 |
|
Do you get the founder benefits if you take over a holy city? If not, does the player that founded the religion at least lose those benefits?
|
# ? Dec 7, 2013 01:22 |
|
kaschei posted:Do you get the founder benefits if you take over a holy city? No and no. You didn't found it.
|
# ? Dec 7, 2013 01:50 |
|
The White Dragon posted:
I am George, Son of George, Ruler of Texas, who passed judgement on the penitent and the feebleminded, and slew them with lightning; Emperor of America, who wrested the throne from the pretender Albert and drove him bearded into exile; Conqueror of Afghanistan and Persia; Lord of the World; Sword of God, I hear not the cries of the people for mercy; My heart is hard, my will indominab indominatabl unindomina We shall not be fooled again. (credit to http://www.thepaincomics.com/5000%20Years%20of%20Imperialism.jpg)
|
# ? Dec 7, 2013 02:23 |
|
I captured a capital early on that had a lot of food but not much potential for production or gold. “Why don’t I put the guilds here and free up citizens/build time in my capital?”, I asked myself. As a realised one hundred turns later, the reason is that after Secularism gives two beakers per specialist, the national college’s +50% (and in my case the observatory’s as well) won’t apply. The good news is I’m playing Assyria so I can make it up in conquest. e: Actually, I just clicked on a guild by accident and it gave me the option to sell it. In other ways they act like national wonders, so I never considered selling them and rebuilding. I might just do that when I get some space in my build queue. Platystemon fucked around with this message at 04:43 on Dec 7, 2013 |
# ? Dec 7, 2013 04:22 |
|
How's Rome for a domination victory? I tried the Zulu but ended up not putting out enough troops, happiness, or money; thought the bonus to stuff in the capital would make it easier to build up conquered cities.
|
# ? Dec 7, 2013 05:09 |
|
StashAugustine posted:How's Rome for a domination victory? I tried the Zulu but ended up not putting out enough troops, happiness, or money; thought the bonus to stuff in the capital would make it easier to build up conquered cities. You should raze most of the cities you take. But Rome is pretty good, because the capitals you keep get built much quicker, yeah.
|
# ? Dec 7, 2013 05:15 |
|
StashAugustine posted:How's Rome for a domination victory? I tried the Zulu but ended up not putting out enough troops, happiness, or money; thought the bonus to stuff in the capital would make it easier to build up conquered cities. Rome is awesome. While attacking cities you can have your backup line of legions build roads to allow for more legions and ballistas move to the war zone even faster. And the window for all of this is a pretty decent size too.
|
# ? Dec 7, 2013 05:59 |
|
I feel as though Legion soldiers take longer to build roads than Workers. Is that just confirmation bias? Rome is great, though. Start early, build up a bunch of legions and trebuchets, and just straight up roll on the first Civ you meet and take their cap.
|
# ? Dec 7, 2013 06:04 |
|
Bogart posted:I feel as though Legion soldiers take longer to build roads than Workers. Is that just confirmation bias? I'm not sure, but I think they have the same build speed at first but don't get any upgrades.
|
# ? Dec 7, 2013 06:50 |
|
Speedball posted:Finish Piety and the tile gives you culture and gold points too. Then it's definitely worth it. Yeah this is the one time you want to take the enhanced prophets belief (prophets are stronger and earned with less faith) and just start planting them like crazy. Combined with Freedom you can get a lot of super tiles.
|
# ? Dec 7, 2013 07:05 |
|
So, uhm, I just started a game, and there's a team. Like, this is against the AI, and somehow Mongolia and Sweden have started as a team. When did this start happening? This has never happened before.
|
# ? Dec 7, 2013 07:21 |
Legion roadbuilding is still drat handy. As you're fighting, you can have your reinforcements build the roads to connect to what you're capturing, and you don't have to worry about losing your workers.
|
|
# ? Dec 7, 2013 07:32 |
|
Cleretic posted:So, uhm, I just started a game, and there's a team. Like, this is against the AI, and somehow Mongolia and Sweden have started as a team.
|
# ? Dec 7, 2013 08:51 |
|
Is it something I did wrong or is Civ V's tutorial pretty lovely when compared to IV? It pretty much lists an objective and says go hog wild, I barely got any advisor talk or mechanics explanation.
|
# ? Dec 7, 2013 13:32 |
|
What's a good map size for a 22-civ game? I'm tempted to go "biggest possible" but I don't want too much space between civs, otherwise it might turn out to be rather boring. Ideally I'd want the equivalent of standard 'civ density' or more compact.
|
# ? Dec 7, 2013 13:49 |
|
Zettace posted:You could always set up teams in the advanced options. Check if you didn't accidentally set them as a team in the advanced options. Game size was set to random, so it can't have been. The game just randomly rolled a team, which I wasn't even aware was possible. Fortunately, they weren't very dangerous, because Mongolia and Sweden are pretty much diametrically opposed. Being tied to the trigger-happy Mongolians meant Sweden couldn't make friends and eventually got swallowed by the Zulus, while their joint war/peace declarations rendered the Mongolians impotent since all yu had to do to get them to stop was scare Sweden a little. Finally scored a BNW Culture win, too. It was a bit of a slog, largely because I never got the chance to reliably knock out my biggest foe, so I just had to wear them down with attrition and constant showstopping musical numbers.
|
# ? Dec 7, 2013 14:43 |
|
Cultural victory seems stupidly hard on the higher difficulties. If I want to experience a cultural victory just for the sake of it, what difficulty should I limit myself to?
|
# ? Dec 7, 2013 15:30 |
|
I started playing BNW not too long ago after putting it off for too long, and although I like that they stopped you from getting 240 easy gold from selling luxuries, I wish they'd lowered the actual value that the AI places on them. Now instead of getting a super easy 1000 gold to start with, I just give them away to the nearest warmongers and never really have to worry about mounting a solid defense. I really love some of the new civs though; Shoshone fit my playstyle of grabbing all the loving land and then bunkering down to a tee. Platystemon posted:Cultural victory seems stupidly hard on the higher difficulties. I got one pretty easily on King when I was running through achievements. Used Poland and built a tall empire based on GP generation and great work slots. Honestly if you're experienced with the game you shouldn't have any problem getting any type of victory on King. poo poo doesn't get real until Emperor, and even then once you master the mechanics you can easily reach a 75%+ win rate; you're just extremely likely to have to bash some skulls together for it. edit: also I really love trade routes in BNW; holy gently caress. No more being completely broke the entire game because you spawned landlocked with few rivers nearby. Heavy neutrino fucked around with this message at 16:30 on Dec 7, 2013 |
# ? Dec 7, 2013 16:25 |
|
Heavy neutrino posted:
I keep hearing that coastal cities are great but I have no idea how to leverage them as much as it appears you can. To me the tiles on the coast are really crap compared to the average land tiles. What am I missing. (Besides that trade caravans are better overseas)
|
# ? Dec 7, 2013 17:00 |
|
You're missing just how much better sea trade routes are than land ones.
|
# ? Dec 7, 2013 17:02 |
|
Also the social policy that gives +3 production to coastal cities still exists, and is slightly easier to get to than it used to be. The only annoying thing is that you'll have to be thorough in clearing random 2-tile islands with barbarian camps or they'll send a stupid trireme to break your trade routes.
|
# ? Dec 7, 2013 17:17 |
|
Coastal buildings are better now too, they throw a hammer or two at you now as well. Plus deficits can be overcome with stronger internal trade. I forget what the max is, but even without the Colossus/policies sea resources are 3-5F plus I think 1H for harbor, and gold if it's a luxury. I'd be reluctant to settle a coastal city without at least one luxury or several fish, but they're quite good food/trade cities now.
|
# ? Dec 7, 2013 19:11 |
|
I decided to play a Venice game. I started on my own continent which spans from pole to pole and has King Solomon's Mines and Mt. Fuji on it.
|
# ? Dec 7, 2013 19:34 |
|
|
# ? May 30, 2024 22:16 |
|
Is the quick game option well implemented or is it unbalanced/broken/worse than the normal setting?
|
# ? Dec 7, 2013 19:38 |