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They only work 2x as fast if you have a military unit on their tile while they work.
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# ? Mar 11, 2014 02:14 |
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# ? May 31, 2024 19:31 |
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Fojar38 posted:Workers taken from other civilizations or city states have 2x tile improvement speed. Fojar38 posted:They only work 2x as fast if you have a military unit on their tile while they work. I cannot believe that I never knew this.
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# ? Mar 11, 2014 02:15 |
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nutranurse posted:
It’s a joke. My take: Captured workers cost three‐fifths as much maintenance. e: One of the mods actually gives “double resources from cotton and sugar plantations”. That’s pretty goddamn distasteful. Platystemon fucked around with this message at 02:18 on Mar 11, 2014 |
# ? Mar 11, 2014 02:16 |
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Platystemon posted:Its a joke. Well that got a little grim.
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# ? Mar 11, 2014 02:17 |
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nutranurse posted:
I was making up a UA for the Confederate States, it's not real.
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# ? Mar 11, 2014 02:19 |
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Platystemon posted:It’s a joke. Oh, a confederacy mod. I'd just straight up give them a UA that lets you enslave people you defeat.
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# ? Mar 11, 2014 02:19 |
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Double unhappiness in cities captured by opponents, doesn't go away with courthouse.
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# ? Mar 11, 2014 02:26 |
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If you bombard a fort or citadel that is an affront to your “pretty borders”*, you get to pretend that the other civ declared war. *That is, a tile surrounded your territory on four or more sides and within three tiles of one of your cities
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# ? Mar 11, 2014 02:32 |
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Phobophilia posted:Double unhappiness in cities captured by opponents, doesn't go away with courthouse. You could ruin even the AI's day with this, don't gifted cities count as captures/puppets?
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# ? Mar 11, 2014 02:36 |
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UA: self embargo. While at war, can ban a luxury under that you own, in hopes that trading partners will intervene against your "aggressor", but really will just acquire the resource elsewhere.
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# ? Mar 11, 2014 03:54 |
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UA: Whenever an enemy unit is defeated a worker appears near the capital. UU worker replacement: 2x improvement speed, but the unit is exhausted upon completing an improvement.
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# ? Mar 11, 2014 04:00 |
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I could do these all night UA: All combat tooltips show a 10% combat strength bonus that isn't actually applied to battle. UB: Plantation house. Replaces factory, available at banking. Produces no hammers and has no specialists slots, but provides Mint Juleps, a unique luxury. UB: Confederate monument. Replacement regular monument. +2 culture, -4 culture in cities your cities that an enemy has captured.
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# ? Mar 11, 2014 04:24 |
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UA: Heritage not Hate - Can only adopt Autocracy. Suffer no unhappiness penalty from ideological pressure. All other civilizations are permanently Hostile.
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# ? Mar 11, 2014 04:53 |
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I regret downloading the Isreal Civ mod, they're easily more expansionist than Hiawatha.
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# ? Mar 11, 2014 04:56 |
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nutranurse posted:I regret downloading the Isreal Civ mod, they're easily more expansionist than Hiawatha. In what world did you think this would end well?
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# ? Mar 11, 2014 04:59 |
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UA: Southern Strategy: When another civ denounces you with cause, gain a vote in the World Congress. UA: The South Shall Rise again: If eliminated from the game, may rejoin in 2050. Platystemon fucked around with this message at 05:23 on Mar 11, 2014 |
# ? Mar 11, 2014 05:04 |
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counterfeitsaint posted:In what world did you think this would end well? I dunno. Other funny things about the mod: their troops are african, so I like to think of them as ethiopian jews who reclaimed their homeland or something. Does the AI not have to deal with unhappiness or something? I'm playing on King, so this is still baby's first CiV game, but jesus gently caress does Isreal (and the Iroqouis, they're my south-western neighbors) poo poo out cities.
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# ? Mar 11, 2014 05:21 |
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nutranurse posted:I dunno. Other funny things about the mod: their troops are african, so I like to think of them as ethiopian jews who reclaimed their homeland or something. Pretty much. AI shits out city errrday
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# ? Mar 11, 2014 05:22 |
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What pisses me off is when they'll settle a few cities near their starting point, but then city 3 or 4 will be riiiiiiiiight next to all your borders because gently caress YOU.
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# ? Mar 11, 2014 05:31 |
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Platystemon posted:UA: The South Shall Rise again: If eliminated from the game, may rejoin in 2050. The South Shall Rise Again: conquered cities create -50% science as normal.
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# ? Mar 11, 2014 05:41 |
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Peanut President posted:The South Shall Rise Again: conquered cities create -50% science as normal. I should think that one would be named "I'm My Momma's Grandson"
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# ? Mar 11, 2014 05:45 |
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Peanut President posted:The South Shall Rise Again: conquered cities create -50% science as normal. Doubled maintenance, halved income from city connections.
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# ? Mar 11, 2014 06:00 |
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nutranurse posted:What pisses me off is when they'll settle a few cities near their starting point, but then city 3 or 4 will be riiiiiiiiight next to all your borders because gently caress YOU. Not that far from his initial city in this case but Alex does that all the time in my experience. He's like a plague.
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# ? Mar 11, 2014 13:43 |
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Flython posted:
It's poo poo like this that makes me wish cities would still culture-flip.
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# ? Mar 11, 2014 17:23 |
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Peas and Rice posted:It's poo poo like this that makes me wish cities would still culture-flip. This is the most common cause of AI extinction.
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# ? Mar 11, 2014 17:38 |
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Flython posted:
Bah, great general in the grassland just to the west of argos and you have all you need. Let him keep his piddly city and feed you some gold with it. Also, turn 181 and only one city. Get on that poo poo. You're Spain.
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# ? Mar 11, 2014 17:39 |
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Platystemon posted:It’s a joke. I mean the south was pretty much known for its cotton and King Cotton was kind of the reason the war happened in the first place, not the abolitionist movement. They were producing so much cash crops that they might as well have that modifier since it was the main leg of the Confederacy. Say what you want about today's rebel morons, but the south then weren't a bunch of cruel retards. They were simply men of their time who refused to give up making thousands upon thousands of dollars every harvest. Flython posted:
Askia and the Songhai have been pulling that poo poo in my emperor game. I shuffled the map and ended up with two long, thin continents. I was buzzing along doing fine, had a bit of a gap between Madrid and Barcelona that I was going to just shore up with a road since there was a bit of desert and tundra (two tiles away from each other, cmon Civ) that wasn't worth it. Then bam, Jenne gets settled right there. I get pissed because I have no idea where Songhai even is because sure as hell isn't on my continent. I raze Jenne, Askia gets all pissy, and I forget about him for a while. Then, out of no where on a one tile hex on the very tip of my southeastern influence before it hits the ocean, he loving settles Jenne again. I raze Jenne and find the fucker. He's on his own continent, in his own area blocked off by mountains, with world wonders, and he chose to settle right in my loving crotch.
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# ? Mar 11, 2014 17:42 |
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Once I had Hiawatha block off a whole third of the continent by placing his 3rd city in a nice little mountain pass about ~20 hexes from his capital. I didn't know if I was impressed by the AI or angry with how much of a dick move it was (because it trapped me with Monty and Alexander).
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# ? Mar 11, 2014 17:43 |
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dayman posted:Bah, great general in the grassland just to the west of argos and you have all you need. Let him keep his piddly city and feed you some gold with it. I planned to burn everything around me down with holy warrior bought Tercios so no point building my own cities. It's funny though, the more I play the less I seem to expand properly, I'm either going ICS or OCC.
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# ? Mar 11, 2014 17:48 |
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If you really want to see the AI dick you over with city placement download a mod that increases the tiles-between-cities from 3 to 4. While it curbs the AI's ICS a bit, it does spur them to new dickish heights.
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# ? Mar 11, 2014 17:53 |
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In Civ 3 workers you stole from other civs would be in rags and chains. Also you could trade them away. So basically slavery was 100% possible in 3.
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# ? Mar 11, 2014 17:58 |
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Sheng-ji Yang posted:In Civ 3 workers you stole from other civs would be in rags and chains. Also you could trade them away. So basically slavery was 100% possible in 3. In Civ4, I never switched away from slavery until I could rush with gold instead of people.
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# ? Mar 11, 2014 18:42 |
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Luceo posted:In Civ4, I never switched away from slavery until I could rush with gold instead of people. One of the changest I'm happiest with in CiV is that you are no longer in an eternal struggle between beakers and gold and thus don't have to play the risk/reward game of underfunding your scientific research so you'll have the gold needed to rush something (or to pay off one of those loving random events). Anyway, as a result I never had any gold on-hand in CIV and thus couldn't rush things anyway.
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# ? Mar 11, 2014 19:01 |
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TooMuchAbstraction posted:One of the changest I'm happiest with in CiV is that you are no longer in an eternal struggle between beakers and gold and thus don't have to play the risk/reward game of underfunding your scientific research so you'll have the gold needed to rush something (or to pay off one of those loving random events).
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# ? Mar 11, 2014 19:49 |
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4 was in some ways my least favorite Civ, even though of course now we all pine for the days of a viable wide build. I'm doing a Boudicca game where I founded 6 cities, though, and it has worked out OK. I'm behind in tech though, as I played on a Boreal map so the AIs have settled about 10 cities apiece. I messed up my war and Germany got all of Sweden's cities, and I'm not really sure I can DOW them since they're my only real friend. I might finish rationalism though and see if I can power through. I am really missing the engineer faith buys, though. Giving them to Tradition has always seemed really misplaced to me.
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# ? Mar 11, 2014 19:57 |
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Luceo posted:In Civ4, I never switched away from slavery until I could rush with gold instead of people. I think in a way Slavery is the reason why so many strategies are viable in Civ 4. It sped up the game significantly cutting down on the downtime where nothing happened and it allowed you to quickly adapt to the progression of the game. It just led to more options. It might actually serve a game like Civ 5 to be able to convert food to hammers like you were able to in 4.
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# ? Mar 11, 2014 20:02 |
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I don't know if it would ever be viable in a game where pop = science = life.
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# ? Mar 11, 2014 20:04 |
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TooMuchAbstraction posted:One of the changest I'm happiest with in CiV is that you are no longer in an eternal struggle between beakers and gold and thus don't have to play the risk/reward game of underfunding your scientific research so you'll have the gold needed to rush something (or to pay off one of those loving random events). Incidentally, that's one of the changes I'm least happy with in 5. I hope for 6 they go back to a slider. 5's system is just too inflexible for my tastes.
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# ? Mar 11, 2014 20:09 |
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The slider was always a little bit too abstract, in my opinion. I don't love the new system either, mind. I think I'd rather have less science baked in, and have population assigned to tiles/specialist slots comprise much more of your total science, so that you'd have to make a similar tradeoff between science, gold & hammers. I think that would potentially also help make tell vs wide choices more balanced as you wouldn't be automatically raking in science just for having all this population.
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# ? Mar 11, 2014 20:15 |
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# ? May 31, 2024 19:31 |
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I think we can all agree that Apples are far better an abstraction for food than Bread.
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# ? Mar 11, 2014 20:55 |