|
Farmer Crack-rear end posted:What you're describing is "launch on warning", which I think could be an interesting upgrade - but it should have the downside of having a chance of being a false alarm. I was thinking of creating a "missile silo" building that would automatically launch some nuclear missiles if its city got nuked. Is that possible with Civ V's mod tools?
|
# ? Jan 26, 2014 21:14 |
|
|
# ? May 31, 2024 13:08 |
|
The one thing I'd want in Civ VI, the ONE thing: the ability to call the AI on their poo poo the same way you can call on theirs. I just want to be able to tell the AI "I see your troops on my border. Are we going to rumble?" or to tell an expansive AI "If you settle near me again, blood will be spilled." Even if all the game did was check "civ X has Y soldiers on your border" or "Civ N settled a city within D tiles of you within the last 5 turns" and it adds the dialog to your diplomacy options. It doesn't notify you beyond making the option there.
|
# ? Jan 26, 2014 21:37 |
|
I like having 43 civs, and would prefer not going back to a small handful of civs if it's possible. If they're keeping the "full screen leader scene" thing in VI, I wonder if it's possible to make many of the flavor assets from Civ5 forward-compatible. Obviously Civ VI should have the basic staple civs anyway (Rome, Egypt, Arabia, China, Greece, France, England, etc.) but all of those civs have other viable leaders that could come with Civ6 vanilla. They can substantially change all the abilities of Civ5 civs/leaders to make them work with VI's new mechanics. Too much work? Probably, but I'm throwing the idea out there anyway. I play the game for flavor just as much as strategy; I'm not a game designer so there's so much I'd ask Civ6 to change gameplay wise. The biggest thing I guess is somehow making tactical movement more fluid, even during the ancient era. It's still annoying having to organize units, make them clear a barbarian camp, and have it all take a few hundred years. Advance Wars was a big inspiration for Civ5's 1UPT, but most Advance Wars units don't move only 1-2 tiles per a turn. Whatever their plans are for Civ6, its vanilla will need to be a fuckton better than Civ5 vanilla. A lot of people ended up hating 5 despite its initial good reviews, and they might have a "Fool me once" attitude even if VI gets reviewed well. Echo Chamber fucked around with this message at 22:58 on Jan 26, 2014 |
# ? Jan 26, 2014 22:56 |
|
LogisticEarth posted:The way Realism Invictus handles [combat] is by sticking with the Civ4 system of direct attacks, but by allowing other units to provide support bonuses. So if you have a swordsman and an archer in the same stack, the archer provides the swordsman with a "ranged aid" bonus, and the swordsman provides the archer with an "assault aid" bonus. This allows you to mix and match units into combined arms groups. Combined with the overstacking malus, I've found the military part of Realism Invitcus Civ4 to be way more interesting and fun than the checkers-like combat system of Civ 5. That's all very well and good but can the AI use it? I tend to avoid gameplay mods because I assume they're just giving me an advantage, for no other reason than that they're changing the game in a way the AI wasn't designed for.
|
# ? Jan 26, 2014 22:57 |
|
Echo Chamber posted:Whatever their plans are for Civ6, its vanilla will need to be a fuckton better than Civ5 vanilla. A lot of people ended up hating 5 despite its initial good reviews, and they might have a "Fool me once" attitude even if VI gets reviewed well. Civ 6 vanilla will not be better than Civ 5 with expansions. Historically the first version of the game is worse than the final version of the last game. To me, Civ is a long term hobby. I'll take a hit on Civ 6 being less fun than 5 with expansions because I know that 1-2 years later it'll be awesome. I'm willing to wait it out.
|
# ? Jan 26, 2014 23:06 |
|
Super Jay Mann posted:It's essentially Tolkien-esque Fantasy Civ 4. I think in many ways it's actually more fun than the base game but again, horribly imbalanced. Considering many of the civs in it play completely differently and the crazy amount of spells and whatnot, the balance could be a lot worse as well. FFH2 is probably my favorite civ version even after Brave New World, and one of the best player-made mods in gaming. Here's the link for anyone curious.
|
# ? Jan 26, 2014 23:24 |
|
Kanfy posted:Considering many of the civs in it play completely differently and the crazy amount of spells and whatnot, the balance could be a lot worse as well. FFH2 is probably my favorite civ version even after Brave New World, and one of the best player-made mods in gaming. Here's the link for anyone curious. Ffh2 is seriously awesome and you should try it. Shame there never was a similar mod for 5.
|
# ? Jan 26, 2014 23:52 |
|
AATREK CURES KIDS posted:I was thinking of creating a "missile silo" building that would automatically launch some nuclear missiles if its city got nuked. Is that possible with Civ V's mod tools? Peace Walker?!
|
# ? Jan 27, 2014 00:01 |
|
It's been mentioned before but terraforming (within reason of course) or at least the ability to build bridges and canals would be great.
|
# ? Jan 27, 2014 00:55 |
|
Poil posted:It's been mentioned before but terraforming (within reason of course) gently caress that, I want to buy Open Borders from a Renaissance AI and poo poo Snow tiles all over their equatorial territory that they can't fix for a thousand years.
|
# ? Jan 27, 2014 00:57 |
|
The White Dragon posted:gently caress that, I want to buy Open Borders from a Renaissance AI and poo poo Snow tiles all over their equatorial territory that they can't fix for a thousand years. I want to nuke the AI, then during the peace treaty agree to do the clean up and instead of doing any actual clean up, I'll run off with all their resources.
|
# ? Jan 27, 2014 01:14 |
|
There's a mod that lets you reforest terrain for Civ 5. It's not complete terraforming yet, but hey, it's a start.
|
# ? Jan 27, 2014 01:22 |
|
The only thing I really want from a sequel is a proper war mechanic. First, wars should be intense and conclusive, not the centuries-long slogfests we see today. Second, introduce some system to set up, manage and coordinate war goals, making co-belligerence a thing. Basically I should be able to say "Hey, Bismarck, we should do something about Shaka - how about declaring war of conquest, if we win you get this city, I get this city and we split money and luxuries 50:50?" I realize this would require a dramatic refinement of the AI, but that's what sequels are for, right?
|
# ? Jan 27, 2014 01:29 |
|
Is the big problem with terraforming in Civ V that the developers themselves couldn't get terraforming to work without crashing or at least making the game incredibly unstable?
|
# ? Jan 27, 2014 01:31 |
|
Alkydere posted:Is the big problem with terraforming in Civ V that the developers themselves couldn't get terraforming to work without crashing or at least making the game incredibly unstable? Yeah, the code simply doesn't allow for it, I guess. Initially they wanted The Netherlands to be able to reclaim land from the sea as their UA, but they couldn't do it. Seems weird that that couldn't happen. Shouldn't be hard to say X,Y == enum('marsh') or something like that. Civ 5 code is weird.
|
# ? Jan 27, 2014 01:34 |
|
Sheesh, any tips on playing with higher difficulties? Civs are assholes.
|
# ? Jan 27, 2014 01:38 |
|
Civ 6 needs to bring back FMV advisors.
|
# ? Jan 27, 2014 02:28 |
|
ManOfTheYear posted:Sheesh, any tips on playing with higher difficulties? Civs are assholes. Assume everyone cares about winning as much as you do and if you're not threatening enough that they don't wanna risk a conflict with you, they will attack you. All of them.
|
# ? Jan 27, 2014 02:46 |
|
The Human Crouton posted:Civ 6 vanilla will not be better than Civ 5 with expansions. Historically the first version of the game is worse than the final version of the last game. I'll likely continue my habit of waiting for the first expansion before buying. The complete Civ 5 will be good enough for me until then.
|
# ? Jan 27, 2014 02:47 |
|
Maxmaps posted:Assume everyone cares about winning as much as you do and if you're not threatening enough that they don't wanna risk a conflict with you, they will attack you. All of them. I made a pretty decent army and was in a long state of peace until the 1900s. A lot of my units were outdated and most of them were the kind you cannot update in the endgame, like mounted units and pikemen. The jump in strenght from musketmen to riflemen is huge, and one rifle unit can do a lot of damage if your not on the same page. It's just so easy to be tempted to build better buildings and wonders when everybody has been fighting everybody else for so long and your nation has liven in an 4000 year old unbreakable peace. My citizens deserve a rich and bountiful utopia with masterpieces of arts and architecture! I don't have time for some trivial matters as war.
|
# ? Jan 27, 2014 03:15 |
|
Focus is ridiculously important, as is having a plan. You pretty much need to know which victory you're going for and what each city will focus on to help you obtain it. 4 balanced cities will always fall to 4 specialized cities. Always.
|
# ? Jan 27, 2014 03:22 |
|
Maxmaps posted:4 balanced cities will always fall to 4 specialized cities. Always. WEll this does explain a lot. What's the best way to specailize them? One for happiness, one for money, one for culture etc?
|
# ? Jan 27, 2014 03:33 |
|
Not quite, it all boils down to your strategy. Happiness you have to manage civ-wide, so always try and settle in a place where you can take over at least one new luxury resource. After that, consider what you're going for. Science benefits from a high population, so if you wanna win via science, you wanna settle near a bunch of resources that give extra food so your science goes into overdrive with libraries and just keeps going higher and higher. Domination needs you to efficiently churn out and deploy units, so the more hammers you can get the better. Cultural is about great person generation, so settling near lakes and rivers to get Garden as well as careful citizen management and a backup of solid culture growth is best. Diplomatic will need crazy amounts of gold to keep every city state happy with you, so your focus should be grabbing resources that produce a lot of coins and building the appropriate buildings to enhance it even further. Currently 4 cities is about as optimal as you can get, since happiness isn't perfectly balanced and trying to go wide will punish you deeply in Civ5, just a quirk of the game. All you need to do is find the balance for the civilization you like playing and the victory that you're gearing for. Say you're going for domination. You settle in the best available spot, analyze what that city will be great for, then plan from there. In this case lets say your capital has gold nearby, which means that after you set mines and a mint you'll be swimming in gold, which will cover your expenses when fielding a large, expensive army. I would then do my best to settle the next city in a place where I can set it up to get a lot of hammers, so I can start proper military production. Set that city up with every +exp building available. Next up I'd try to make a population heavy city to have a steady backbone of science, so I don't fall behind in tech and my army of swordsmen gets slaughtered by gatling guns. The fourth city I would probably also dedicate to military unit production, and I would be banging on my weakest neighbor's door asap. (Razing every city possible because, seriously, Civ 5 will get progressively less fun the more cities you have). This is by no means a how-to guide, but it should put you in the right mindset to understand how you should be playing. After that comes things like always preferring coastal cities when available, planning which wonders if at all are worth trying to beat the AI to, managing trade routes efficiently to increase gold output or to put food or hammers into a city, and for the non-domination victories, figuring how large and advanced does your permanent standing army need to be in order to not get invaded. Maxmaps fucked around with this message at 03:57 on Jan 27, 2014 |
# ? Jan 27, 2014 03:55 |
|
Production is also really important for Culture so that you can poo poo out wonders left and right, which give you both extra culture (especially if you get Cultural Heritage Sites passed) and a bunch of extra tourism in the lategame.
|
# ? Jan 27, 2014 03:59 |
|
Fojar38 posted:Production is also really important for Culture so that you can poo poo out wonders left and right, which give you both extra culture (especially if you get Cultural Heritage Sites passed) and a bunch of extra tourism in the lategame. Yep! Basically while you should focus on one aspect, whatever you do, don't neglect the rest entirely or it will eventually cause your defeat. The best way to get better (as far as how I've improved after stopping my reliance on cheesy gimmicks and AI quirks) is just to lose, make a note of how and why you lost, and then go at it again while trying to patch that hole in my strategy. Say 'I got invaded too early' means you probably should stop building so many buildings early game and throw enough units in there to be threatening. Mind you, some defeats will take -forever- for you to notice, so there will sometimes games where 3 hours into it you forgot to scout the other continent and now the whole thing is run by a single, brutally strong AI.
|
# ? Jan 27, 2014 04:03 |
|
So what is everyone's "sweet spot" for game settings to ensure the optimum amount of enjoyment?
|
# ? Jan 27, 2014 05:27 |
|
ManOfTheYear posted:Sheesh, any tips on playing with higher difficulties? Civs are assholes. Simple answer? Don't build wonders. Only ever build a wonder if you can burn an engineer (or if it requires a policy tree that no other civ is interested in). I think this is why people have a hard time moving up difficulties, they get too used to wonder spam, and it ends up being a crutch. The specifics of what to build and when, where to settle and how wide to go, what policies to take etc. are really surprisingly flexible, even on Immortal and Deity. If you can win on King without wonders, Emperor isn't much harder, same for Immortal.
|
# ? Jan 27, 2014 05:29 |
|
way to go steve posted:Simple answer? Don't build wonders. Only ever build a wonder if you can burn an engineer (or if it requires a policy tree that no other civ is interested in). I think this is why people have a hard time moving up difficulties, they get too used to wonder spam, and it ends up being a crutch. On higher difficulties you can build certain wonders if you prioritize them, and especially if it's a wonder the AI's not all that big on building in the first place. This is more true the later in the game you are: poo poo like the Great Library is so early that it's nearly a guarantee that you won't get it. But you can't reasonably expect to build the majority of them by default, the way you can on lower difficulties. Emphasis on "build". Most wonders work just fine even if you weren't the one to build them in the first place. All that said, one thing you might want to try for practice is going through a game without building any wonders at all. National wonders, aka the three guilds and the "you must have building X in all your cities" ones, are fine, since each civ gets their own and the AI can't screw you out of yours. Just avoid the world wonders. If you can comfortably win without using any wonders, you can then go on to treat wonders as the bonuses they are. Nice, and maybe worth trying for, or conquering for, but not necessary to rely on.
|
# ? Jan 27, 2014 06:10 |
|
Just as a reference, I've never had a problem getting The Great Library on Emperor so long as I beeline it from T0 and have at least moderate production at my capital. Which is fine because slingshotting to Philosophy for National College is my go-to opener on almost every game. TGL, Hanging Gardens, and Pyramids are really the only super early game wonders worth going for anyway, and the latter two can take a while to fall do to their policy requirements. It's going for stuff like Petra and Oracle where things get really dicey. I think it's Immortal and up really where these early game wonders become truly impossible to get.
|
# ? Jan 27, 2014 06:22 |
|
On Immortal you can be Egypt with the Tradition wonder bonus and cut down a forest next to your capital and still not get the Library if your spawn wasn't good enough.
|
# ? Jan 27, 2014 06:28 |
|
As examples of "wonders I choose to prioritize", I really, really like trying for Colossus (and pending desert, Petra) as Venice, just because it double-dips from those trade routes too. 20 cargo ships working their magic late in the game is a beautiful, beautiful thing. On the other hand, I'll blithely ignore Stonehenge, Borobudur, Hagia Sophia, Great Mosque of Djenne, and simply soak in the benefits of the religious civs squabbling with their missionaries over which religion my cities are following. I find that way less stressful - and in many ways more beneficial - than actually trying to get into the religion game myself.
|
# ? Jan 27, 2014 06:32 |
|
Zombie #246 posted:So what is everyone's "sweet spot" for game settings to ensure the optimum amount of enjoyment?
|
# ? Jan 27, 2014 06:58 |
|
Vil posted:All that said, one thing you might want to try for practice is going through a game without building any wonders at all. National wonders, aka the three guilds and the "you must have building X in all your cities" ones, are fine, since each civ gets their own and the AI can't screw you out of yours. Just avoid the world wonders. If you can comfortably win without using any wonders, you can then go on to treat wonders as the bonuses they are. Nice, and maybe worth trying for, or conquering for, but not necessary to rely on. This is basically what I was getting at. He was asking how to get better at the game, and that's the best advice I can give. If you get used to playing without a bunch of advantages from wonders the higher difficulties (Immortal and Deity specifically) can be really fun. It sure beats the hell out of sleepwalking through everything once you hit the renaissance.
|
# ? Jan 27, 2014 07:19 |
|
What the hell Antwerp what's with all the boats.
|
# ? Jan 27, 2014 08:31 |
|
Dad Jokes posted:What the hell Antwerp what's with all the boats. I hear that, I've had games where a city state built like twenty loving Missionaries. It wasn't even a Religious one and it never actually used them--I'm pretty sure CS AI outright can't--but it was just a wall of preachers in every tile of its territory.
|
# ? Jan 27, 2014 08:34 |
|
The White Dragon posted:I hear that, I've had games where a city state built like twenty loving Missionaries. It wasn't even a Religious one and it never actually used them--I'm pretty sure CS AI outright can't--but it was just a wall of preachers in every tile of its territory. I think that happens because they go to war with an AI that shits out missionaries. As we all know, the AI isn’t very good at protecting civilian units but also loves to capture them.
|
# ? Jan 27, 2014 08:48 |
|
Super Jay Mann posted:Fall From Heaven stuff. It's no Dune Wars. http://www.moddb.com/mods/dune-wars Back to Civ6 chat: I just want them to find a balance between Tall and Wide. That frustrates me to no end that the best way to war is to burn everything to the ground and leave vast swaths of land unclaimed by my glorious colors. I miss burning everything to the ground and re-settling it with the stack of settlers and workers I had at the bottom of my doom stack.
|
# ? Jan 27, 2014 08:54 |
|
Alkydere posted:The one thing I'd want in Civ VI, the ONE thing: the ability to call the AI on their poo poo the same way you can call on theirs. I just want to be able to tell the AI "I see your troops on my border. Are we going to rumble?" or to tell an expansive AI "If you settle near me again, blood will be spilled." My idea of the UI for this would be to have the advisors present you with the option to call poo poo out.
|
# ? Jan 27, 2014 08:57 |
|
Platystemon posted:I think that happens because they go to war with an AI that shits out missionaries. As we all know, the AI isn’t very good at protecting civilian units but also loves to capture them.
|
# ? Jan 27, 2014 09:18 |
|
|
# ? May 31, 2024 13:08 |
|
The Mighty Biscuit posted:It's no Dune Wars. http://www.moddb.com/mods/dune-wars I do wish there was some way to keep control of captured cities without tanking your happiness. Maybe there should be a version of puppeting where the city contributes nothing to your empire (no science, gold etc) but costs zero happiness as well. This could also be a way to avoid warmonger penalties - if you give the city back in the peace deal, no penalty is accrued. If you keep it, bam, warmonger. I'd love to do this to peace-blocked city states as there's currently no way to get them out of a war with you without getting EXTREME WARMONGER penalties, which is dumb.
|
# ? Jan 27, 2014 09:39 |