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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Revol posted:

It still takes like three minutes for the game to load during the initial splash screen,

I've had this for about as long as I can remember...at least since the release of BNW? I figured it was my aging hardware that was causing it, and on the rare occasion that I do play CiV I just boot it up and then go forage or something.

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Gort
Aug 18, 2003

Good day what ho cup of tea
You need an SSD dude. For me it's 42 seconds.

Zokalwe
Jul 27, 2013
nvm, wrong thread.

Revol
Aug 1, 2003

EHCIARF EMERC...
EHCIARF EMERC...
Oh, awesome. The launcher won't even open at all now. This is fan-loving-tastic.

edit: It seems repairing Visual C++ redist resolved that issue. But then the game crashes two minutes into the loading splash screen. :holy:


Gort posted:

You need an SSD dude. For me it's 42 seconds.

I do, but 64GB with only 3GB left. Dunno why, I need to figure out what is taking so much space.

Revol fucked around with this message at 02:54 on Jun 30, 2014

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


To figure that out, I suggest windirstat

Do The Evolution
Aug 5, 2013

but why

Dick Trauma posted:

Saw Civ V Complete was on sale for $17 so I grabbed it. I was a huge Civilization 2 and 3 fan but haven't gotten back to the series until now. I feel a bit lost in this version but the interface sure is nice. Watching the fishing boat cast out the net shows how much attention to detail there is.

I hadn't played civ since civ 2 and now I have 400 hours played of civ 5. It's pretty good.

Attestant
Oct 23, 2012

Don't judge me.
I also got it during the sale, and now I'm missing large chunks of my weekend. I think I ate on at least one of the two days.

kedo
Nov 27, 2007

Info Addict question – is there anything that I can do to make it a bit speedier? It makes each turn painfully slow in the early game as each civ's turn takes a second or so to process instead of a split second without it running. Doesn't matter much in the later game when turns take a long time anyways, but it sucks for the first ~100 or so.

Gort
Aug 18, 2003

Good day what ho cup of tea
It doesn't do that for me.

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
I played a novice game throughout the weekend and am really digging it. The thing I miss most so far is unit stacking. I'm also a little lost on religion, as the Venetians keep sending Great Prophets to my country to spread their filthy Buddhism and I can't seem to push back even though most of my cities are Islamic. When I look at the pressure from other religions it seems really high even though I have most of my continents, and most of my cities are Islamic. How do religions in other countries have such an impact from a distance?

zgrowler2
Oct 29, 2011

HOW DOES THE IPHONE APP WORK?? I WILL SPAM ENDLESSLY EVERYWHERE AND DISREGARD ANY REPLIES
If I'm playing for a Cultural Victory (with France or Ethiopia, e.g.), is there a recommended number of cities I should have or timetable in which I should get them? I found myself able to clinch occasional cultural victories with one or two cities in G&K, but Tourism and the need for Great Works in BNW suggests tall empires of 3-4 cities.

I prefer to puppet as much as possible when playing tall, but on my most recent game vs AI as France I puppeted a CS really early and settled a third city equidistant from Paris and the closest neighboring civ as a hedge/to get lux tiles and hills. The 10% policy/GP cost increase has been negligible. Would have settled a fourth city, but I couldn't spare the hammers for a settler and location made it unfeasible (puppeting the neighboring capital is my fallback).

Should I be REXing to four cities early game for optimum growth and just assuming costs of 120-130%?

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
Tall empires? Puppet cities? Only three cities to an empire?

This game needs a tutorial.

zgrowler2
Oct 29, 2011

HOW DOES THE IPHONE APP WORK?? I WILL SPAM ENDLESSLY EVERYWHERE AND DISREGARD ANY REPLIES

Dick Trauma posted:

Tall empires? Puppet cities? Only three cities to an empire?

This game needs a tutorial.

This compendium and this list are my bread and butter, but even then I still find myself with situational questions. Game's pretty deep.

That said, I'm afraid to get into Civ IV BTS because it might lessen my appreciation for BNW. The rabbit hole goes deeper.

e: I've sunk 270 hours into this game and I'm only just now branching away from Domination and Science victories. Replay value is through the roof.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Dick Trauma posted:

I played a novice game throughout the weekend and am really digging it. The thing I miss most so far is unit stacking. I'm also a little lost on religion, as the Venetians keep sending Great Prophets to my country to spread their filthy Buddhism and I can't seem to push back even though most of my cities are Islamic. When I look at the pressure from other religions it seems really high even though I have most of my continents, and most of my cities are Islamic. How do religions in other countries have such an impact from a distance?

Religious pressure comes primarily from trade routes and from other nearby cities. When you set up a caravan you'll see how much religious pressure it's applying; similarly, other civs can set up trade routes with your cities and apply religious pressure that way. If I recall correctly, hovering the mouse over the city's name on the main map will show you a list of what trade routes that city has and how each side is benefiting from the trade. There's a few religious beliefs that increase pressure, too.

Of course, the primary way to spread your religion is using missionaries and Great Prophets. You can deny access to one of your cities by stationing an Inquisitor in it; then other religions' missionaries/prophets won't be able to spread their religion there. But you'll have to pay for the Inquisitor and for its upkeep (probably about 1 gold per turn), and every time you want to build a new civilian unit in that city (or move one through it) you have to shuffle the Inquisitor out for a turn. It's kind of a pain in the rear end.

Gort
Aug 18, 2003

Good day what ho cup of tea

Dick Trauma posted:

Tall empires? Puppet cities? Only three cities to an empire?

This game needs a tutorial.

One of the big contributions Civ 5 has made to the mainstream strategy game genre is the idea that having more cities doesn't necessarily mean your empire is better than someone else's. By taking the "Tradition" social policy tree, it's perfectly possible (and often optimal) to simply have four extremely large cities in your empire. This is what's normally referred to as a "Tall empire", while an empire containing a large number of smaller cities is generally referred to as a "Wide empire".

Puppet cities are cities you have conquered but have decided not to control directly. They contribute slightly less unhappiness to your empire and don't count as cities in your empire for purposes of working out the amount of culture required to give you your next social policy. The downside is that they're stuck on "gold focus" for the tile-working AI and you don't get to pick what they build. For a new player, the one rule you should take home with puppet cities is that you should always puppet cities at first until they come out of "resistance" mode. During resistance mode the city cannot shoot at enemies, and doesn't build anything, so there's nothing to be gained by annexing it right away anyway.

Platystemon
Feb 13, 2012

BREADS

Gort posted:

For a new player, the one rule you should take home with puppet cities is that you should always puppet cities at first until they come out of "resistance" mode.

That is, unless you want to raze the city. Don’t hesitate to raze cities.

Gort
Aug 18, 2003

Good day what ho cup of tea
Oh yeah, that one.

Tehan
Jan 19, 2011

TooMuchAbstraction posted:

and every time you want to build a new civilian unit in that city (or move one through it) you have to shuffle the Inquisitor out for a turn. It's kind of a pain in the rear end.

I vaguely remember hearing that an Inquisitor stationed next to the city works as well, is that not the case?

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
In my zeal to get missionaries to a newly found city-state I accidentally routed them through a barbarian camp and they got kidnapped! Definitely hooked on this game.

Peas and Rice
Jul 14, 2004

Honor and profit.

TooMuchAbstraction posted:

Of course, the primary way to spread your religion is using missionaries and Great Prophets. You can deny access to one of your cities by stationing an Inquisitor in it; then other religions' missionaries/prophets won't be able to spread their religion there. But you'll have to pay for the Inquisitor and for its upkeep (probably about 1 gold per turn), and every time you want to build a new civilian unit in that city (or move one through it) you have to shuffle the Inquisitor out for a turn. It's kind of a pain in the rear end.

Can't you still spread religion by standing next to a city, or does the Inquisitor prevent that too?

Gort
Aug 18, 2003

Good day what ho cup of tea

Dick Trauma posted:

In my zeal to get missionaries to a newly found city-state I accidentally routed them through a barbarian camp and they got kidnapped! Definitely hooked on this game.

These days I never send a unit further than the distance it can cover in a turn.

Gort
Aug 18, 2003

Good day what ho cup of tea

Peas and Rice posted:

Can't you still spread religion by standing next to a city, or does the Inquisitor prevent that too?

You can't move into enemy cities, so this is the only thing an inquisitor prevents.

HappyHelmet
Apr 9, 2003

Hail to the king baby!
Grimey Drawer

Gort posted:

You can't move into enemy cities, so this is the only thing an inquisitor prevents.

It also stops people from using a missionary/prophet in surrounding squares as well. It's a good way to defend your faith against religion happy Civs.

Gort
Aug 18, 2003

Good day what ho cup of tea

HappyHelmet posted:

It also stops people from using a missionary/prophet in surrounding squares as well.

As well as what?

Revol
Aug 1, 2003

EHCIARF EMERC...
EHCIARF EMERC...
I got my game working by reinstalling Civ 5 to my SSD drive instead of my 1TB drive. Now the game loads (although the music will cut-out several times during the 1 minute load as if it is going to freeze). I was having another weird thing where I'd get the Windows alert asking if I wanted to improve performance by disabling Aero. Performance seemed fine to me. Oh well, turned it off anyways.

And I just got CRC errors installing something else onto that 1TB drive. I guess it is time to replace it... even though I thought chkdsk passed...

Gort posted:

One of the big contributions Civ 5 has made to the mainstream strategy game genre is the idea that having more cities doesn't necessarily mean your empire is better than someone else's. By taking the "Tradition" social policy tree, it's perfectly possible (and often optimal) to simply have four extremely large cities in your empire. This is what's normally referred to as a "Tall empire", while an empire containing a large number of smaller cities is generally referred to as a "Wide empire".

I've taken on more cities than I can handle (including two from a war from Suleman; first time I ever had the AI ask for a cease fire by offering me a city!), and now I'm having trouble keeping my head above water when it comes to happiness.

Also, I neglected my military, and had two friends declare war on me on the same turn. Oops. That'll learn me. Time to take a step back and get a military.

Dick Trauma posted:

I played a novice game throughout the weekend and am really digging it. The thing I miss most so far is unit stacking.

Noooo. My favorite part of Civ V is the removal of unit stacking. It would allow you (or the AI) to just turtle in and having massive stacks on cities or choke-points. I remember my last game of Civ 4, at war in the Middle East, and the war just kept on going and going because I had a 10+ unit stack on my cities there. And I came to the realization that this was bullshit.

Chronojam posted:

To figure that out, I suggest windirstat

Yup, one of my all-time favorite utilities.

Platystemon
Feb 13, 2012

BREADS

Revol posted:

And I just got CRC errors installing something else onto that 1TB drive. I guess it is time to replace it... even though I thought chkdsk passed...

Run memtest.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Revol posted:

first time I ever had the AI ask for a cease fire by offering me a city!

I had this happen with Gaja Mahda once. I accidentally wardecced him, decided I didn't want to deal with shipping land units to his part of the continent (there was no land route due to mountains), and settled with pillaging a single fishing boat. A few decades later, he sues for peace and offers me one of his cities.

This was on King, but I don't know if difficulty plays into how generous treaties are. I think the main thing is how frightened the AI is of you; after the wardec, I built up a pretty sizable military (just in case he decided to actually attack, which he didn't), so by the end I was near the top of the military demographics.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Revol posted:

I've taken on more cities than I can handle (including two from a war from Suleman; first time I ever had the AI ask for a cease fire by offering me a city!), and now I'm having trouble keeping my head above water when it comes to happiness.
Cities are tempting, but unless one makes a significant contribution of happiness or late-game strategic resources, the best thing you can do with them is raze them (or gift/sell them to someone else!). Unfortunately since Firaxis added the +5% science costs per city, having a lot of them is actually pretty detrimental now no matter how big they get. Best thing you can do is keep your city amount low and your happiness high and expand your population as fast as you can without significantly harming your production speeds.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

The White Dragon posted:

Unfortunately since Firaxis added the +5% science costs per city, having a lot of them is actually pretty detrimental now no matter how big they get.

This is only true if the city in question can't also increase your beaker output by 5%. That's not an especially high bar to clear for city #6. It's a lot harder for city #12. The big problem with captured cities is that their population (which is the fundamental driver for beaker output) usually gets halved or worse, and it takes a long time for that to recover; fortunately, cities acquired as part of treaties may well have their populations largely intact.

Of course you also have to invest hammers and/or gold into getting the city's beaker production up and running, because the AI has no loving clue when it comes to buildings. And there's the ongoing maintenance, and the mention the happiness penalties.

I guess what I'm saying is that the culture/science penalty isn't the primary thing that puts me off of adding more cities; it's the happiness and the costs involved in getting the city up to an acceptable level of productivity, combined with the fact that there's just not all that much to build in CiV. A single productive city can generate all the units you need for the vast majority of the game.

Echo Chamber
Oct 16, 2008

best username/post combo
One thing that almost caught my interest in CivRev2, apparently there are some new leaders.

John F. Kennedy was a handsome politician.

Platystemon
Feb 13, 2012

BREADS

TooMuchAbstraction posted:

This is only true if the city in question can't also increase your beaker output by 5%. That's not an especially high bar to clear for city #6. It's a lot harder for city #12.

It doesn’t compound. Your first city has to produce 5% of you capital’s beakers to break even, but suppose you already have eleven cities.

Your tech costs are 1.55× those of someone doing a one‐city challenge. The twelfth city will make the multiplier 1.6×. That’s only a ≈3.2% increase. If you’re pushing five hundred beakers, sixteen beakers would be enough for that city to break even. That’s not a high bar—eleven population with a library but no other science buildings.


Echo Chamber posted:

One thing that almost caught my interest in CivRev2, apparently there are some new leaders.

John F. Kennedy was a handsome politician.


This reminds me of the City of Toronto mod for Civ V. It’s surprisingly high‐effort for a joke.

Peas and Rice
Jul 14, 2004

Honor and profit.

Echo Chamber posted:

One thing that almost caught my interest in CivRev2, apparently there are some new leaders.

John F. Kennedy was a handsome politician.


Ask not what your country can derp for you, ask what you can derp for your country!

Revol
Aug 1, 2003

EHCIARF EMERC...
EHCIARF EMERC...

Platystemon posted:

Run memtest.

Really? I think my HDD is going bad. I'm also having issues with torrents not finishing correctly, with re-check after re-check needing to redownload 1-2%.

Edit: Wait. Wait... I just realized. My Steam games and everything are on my D drive. But my torrent downloads *coughPORNcough* are on my E drive. I'm having issues two places.

Hrm. Maybe you're right...

Edit2: Civ V crashed. Memtest came back clean. Now Civ V won't launch again; it just goes to black screen instead of loading. :holy: I'm gonna need to rebuild my system over the weekend, reinstall Windows, and figure out if any of my drives (SSD or HDDs) need to be replaced. It's gonna be fuuuuun.

Revol fucked around with this message at 02:42 on Jul 2, 2014

Attestant
Oct 23, 2012

Don't judge me.
Quick summer sale newbie question:

I'm playing a game with Netherlands, and I've got access to the Polder tile improvement, that you can build on marshes and floodplains. If I go on a build a farm or whatever on such a tile before I have access to Polders, can I still upgrade to one later? Or is the tile permanently converted to non-marsh?

If so, I assume that automating workers is a bad idea then, since they'd go ahead and farm everything they see.

Super Jay Mann
Nov 6, 2008

Attestant posted:

Quick summer sale newbie question:

I'm playing a game with Netherlands, and I've got access to the Polder tile improvement, that you can build on marshes and floodplains. If I go on a build a farm or whatever on such a tile before I have access to Polders, can I still upgrade to one later? Or is the tile permanently converted to non-marsh?

If so, I assume that automating workers is a bad idea then, since they'd go ahead and farm everything they see.

You can replace improvements any time you like.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
When you build a farm (or plantation, or anything other than a polder I believe) on a marsh, your worker begins by first draining the marsh. Floodplains remain floodplains forever, though, so you can absolutely replace those ones later.

edit: I think roads don't kill marshes. If you tell your workers to just start working on something and then click on them it will tell you what exactly they are doing, whether it is "draining a marsh" (takes about 5 turns) or "building a whatever". In general I only automate my workers in the late-game. I'd suggest you keep them on manual at least until you've unlocked polders.

Kazzah fucked around with this message at 07:54 on Jul 2, 2014

Echo Chamber
Oct 16, 2008

best username/post combo
Looks like CivRev2 is on the iOS store now.

I'm not paying $15 for it.

FoF
Mar 22, 2007

I BET THE GOONS DID THIS

ASK ME ABOUT BITCOINS, CIS PRIVILEGE, AND MY MASSIVE KARMA ON REDDIT
Anyone experienced with the World Editor. There was a discussion going on about the best possible start and I decided to edit a generated continents map to have a crazy starting location for myself. The problem is now every settler is spawning in that one set spawn location. I remember having a problem similar to this before on another custom map, and I believe it was solved by fixing some tile errors (something being placed incorrectly) but I can not determine what is wrong or if I am even going in the right direction for fixing this.

Any help would be great.

Here is the terrain I edited. Obviously I could expand further tiles out on the land for more resources but I wanted to get it working first.

FoF fucked around with this message at 21:05 on Jul 2, 2014

Dr. Video Games 0031
Jul 17, 2004

If you want a somewhat more intuitive/more integrated way of editing, download the In-game Editor mod from the Steam Workshop. It is what it seems, a decently powerful editor that you can use within the game. You can seamlessly switch back and forth from gameplay and it. Only downside is that you need to save and reload to update the minimap.

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FoF
Mar 22, 2007

I BET THE GOONS DID THIS

ASK ME ABOUT BITCOINS, CIS PRIVILEGE, AND MY MASSIVE KARMA ON REDDIT

Dr. Video Games 0031 posted:

If you want a somewhat more intuitive/more integrated way of editing, download the In-game Editor mod from the Steam Workshop. It is what it seems, a decently powerful editor that you can use within the game. You can seamlessly switch back and forth from gameplay and it. Only downside is that you need to save and reload to update the minimap.

Awesome I loaded this up and it may have actually answered my question from above. It has intelligent restrictions on what can go on a tile and I am guessing one of my luxury resource tiles is messed up.

Salt can't go on a hill according to this so my question becomes what is the best resource?

FoF fucked around with this message at 02:19 on Jul 3, 2014

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