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Chamale
Jul 11, 2010

I'm helping!



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?

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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.



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.

Echo Chamber
Oct 16, 2008

best username/post combo
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

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

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.

The Human Crouton
Sep 20, 2002

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.

Kanfy
Jan 9, 2012

Just gotta keep walking down that road.

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.

kanonvandekempen
Mar 14, 2009

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.

Speedball
Apr 15, 2008

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?!

Poil
Mar 17, 2007

It's been mentioned before but terraforming (within reason of course) or at least the ability to build bridges and canals would be great.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

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.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

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.

Bogart
Apr 12, 2010

by VideoGames
There's a mod that lets you reforest terrain for Civ 5. It's not complete terraforming yet, but hey, it's a start. :v:

steinrokkan
Apr 2, 2011



Soiled Meat
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?

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.



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?

The Human Crouton
Sep 20, 2002

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.

ManOfTheYear
Jan 5, 2013
Sheesh, any tips on playing with higher difficulties? Civs are assholes.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
Civ 6 needs to bring back FMV advisors.

Maxmaps
Oct 21, 2008

Not actually a shark.

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.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

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.

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.

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.

ManOfTheYear
Jan 5, 2013

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.

Maxmaps
Oct 21, 2008

Not actually a shark.
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.

ManOfTheYear
Jan 5, 2013

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?

Maxmaps
Oct 21, 2008

Not actually a shark.
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

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
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.

Maxmaps
Oct 21, 2008

Not actually a shark.

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.

Zombie #246
Apr 26, 2003

Murr rgghhh ahhrghhh fffff
So what is everyone's "sweet spot" for game settings to ensure the optimum amount of enjoyment?

way to go steve
Jan 1, 2010

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.

Vil
Sep 10, 2011

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.

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.

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. :black101:

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.

Super Jay Mann
Nov 6, 2008

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.

Do The Evolution
Aug 5, 2013

but why
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.

Vil
Sep 10, 2011

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.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Zombie #246 posted:

So what is everyone's "sweet spot" for game settings to ensure the optimum amount of enjoyment?
Large Size / Small Continents Type / Marathon Speed / Prince-Emperor Difficulty depending on how much I want to imagine my citizens posting about the USA's literal cavemen on the internet

way to go steve
Jan 1, 2010

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.

Dad Jokes
May 25, 2011

What the hell Antwerp what's with all the boats.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

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.

Platystemon
Feb 13, 2012

BREADS

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.

The Mighty Biscuit
Feb 13, 2012

Abi gezunt dos leben ken men zikh ale mol nemen.

Super Jay Mann posted:

Fall From Heaven stuff.

It's no Dune Wars. :colbert: 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.

crazysim
May 23, 2004
I AM SOOOOO GAY

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."

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.

My idea of the UI for this would be to have the advisors present you with the option to call poo poo out.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

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.
I could've sworn that missionaries get destroyed instead of captured. Maybe that's just with Barbarians, though.

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Gort
Aug 18, 2003

Good day what ho cup of tea

The Mighty Biscuit posted:

It's no Dune Wars. :colbert: 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.

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.

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