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Athaboros
Mar 11, 2007

Hundreds and Thousands!



I updated my modpack from a while back that adds a few quality of life improvements to BNW and runs as DLC so you can use it in multiplayer and get achivements with it in singleplayer.

This mod functions as "DLC", and is installed by dropping the contents of the .zip file into the "{YOUR STEAM DIRECTORY}\SteamApps\common\Sid Meier's Civilization V\Assets\DLC" folder. You then start a new game without going through the mods menu, and all the following mods will be activated.

The mods included are:
code:
- InfoAddict (v.22): adds interface elements that provide more information to the player
- Quick Turns (v.10): automatically skips AI unit movement/combat based on player-set criteria
- R.E.D. Modpack (v.27): adds flavor graphics to units based on civilization; rescales units
- R.E.D. Smaller Landmarks (v.5): makes buildings/improvements scale relative to units
- Expanded Civilopedia Entries (v.33): fixes typos and outdated information, explains mechanics
- Civ-Linked Great Generals (v.2): adds new great general names based on owner's civilization
- Historical Religions Edit (v.41): adds a few new choices for religions
- Islamic Denominations (v.25): splits Islam into Sunni, Shiite, and Ibadi
- Faster Aircraft Animations (v.3): planes take much less time to cycle through their animations
Get it here: http://www.mediafire.com/download/t7lyfm4kaxs2vhk/QoL_Modpack_v2.zip

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Chronojam
Feb 20, 2006

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


That's a great idea, good work.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

For some reason when I have that it keeps deactivating fast move/attack.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Athaboros posted:

I updated my modpack from a while back that adds a few quality of life improvements to BNW and runs as DLC so you can use it in multiplayer and get achivements with it in singleplayer.

This mod functions as "DLC", and is installed by dropping the contents of the .zip file into the "{YOUR STEAM DIRECTORY}\SteamApps\common\Sid Meier's Civilization V\Assets\DLC" folder. You then start a new game without going through the mods menu, and all the following mods will be activated.

Get it here: http://www.mediafire.com/download/t7lyfm4kaxs2vhk/QoL_Modpack_v2.zip

Thanks a bunch! Now I just have to figure out why it seems some other mods are also running along with those. Maybe I dicked around with stuff while I was super tired and don't remember. I'll have to poke around when I'm at my PC.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

Athaboros posted:

I updated my modpack

Just sayin, this dude's pack is legit. If you are currently playing Vanilla, I implore you to check this out. The tooltips alone are amazing./

Athaboros
Mar 11, 2007

Hundreds and Thousands!



Thanks for the feedback, all. I'm glad you like the mod.


Pvt.Scott posted:

Thanks a bunch! Now I just have to figure out why it seems some other mods are also running along with those. Maybe I dicked around with stuff while I was super tired and don't remember. I'll have to poke around when I'm at my PC.

With these mods, you should just be starting from the regular singleplayer/multiplayer menu, and not the "mods" menu. They'll load automatically. I also don't think it'll work with any games that are already in progress, since it changes things like the number of religions and the unit graphics, which can cause some graphical corruption between savefiles.


StashAugustine posted:

For some reason when I have that it keeps deactivating fast move/attack.

It should be "intelligent" enough to know when you want to have fast move/attack. Are you changing it through the QuickTurns dedicated button in the top right, or through the regular menu?


SolidSnakesBandana posted:

Just sayin, this dude's pack is legit. If you are currently playing Vanilla, I implore you to check this out. The tooltips alone are amazing./

Also, another mod to check out is Enhanced UI, which can be found here. It doesn't conflict with this modpack, and puts a lot more information front-and-center. It also works as DLC, and can be used in multiplayer or singleplayer with achievements.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Athaboros posted:


It should be "intelligent" enough to know when you want to have fast move/attack. Are you changing it through the QuickTurns dedicated button in the top right, or through the regular menu?


Ah, that must be it, didn't see the button.

Boatswain
May 29, 2012
What's up with naval maps? I feel like there are long stretches without many interesting things to do, is it just the way I play?

exmachina
Mar 12, 2006

Look Closer

Boatswain posted:

What's up with naval maps? I feel like there are long stretches without many interesting things to do, is it just the way I play?

The AI tends not to covet your land as much on island maps so you will get less conflict.

Gort
Aug 18, 2003

Good day what ho cup of tea

Boatswain posted:

What's up with naval maps? I feel like there are long stretches without many interesting things to do, is it just the way I play?

The AI is horrible at water. This game is better (single-player at least) the less water there is on the map. I suggest Great Plains.

Azran
Sep 3, 2012

And what should one do to be remembered?
So Ghandi has a 12 in Build Nuke & Use Nuke according to civdata. :stare: Didn't this use to be A Thing in III/IV?

Palleon
Aug 11, 2003

I've got a hot deal on a bridge to the Pegasus Galaxy!
Grimey Drawer

Azran posted:

So Ghandi has a 12 in Build Nuke & Use Nuke according to civdata. :stare: Didn't this use to be A Thing in III/IV?

It's an "easter egg" (for lack of a better term) referencing the bug that made him a nuke-crazy madman in the previous game(s). Just decided to make it official I guess once they realized what was happening.

Glidergun
Mar 4, 2007

Azran posted:

So Ghandi has a 12 in Build Nuke & Use Nuke according to civdata. :stare: Didn't this use to be A Thing in III/IV?

It's sort of a running Civ injoke by this point. In Civ 1, Gandhi had an aggression rating of 1 and the Democracy government type gave penalties in war so they made it reduce aggression levels by 2. This ended up with late-game Gandhi underflowing into a frothy-mouthed berserker.

DEO3
Oct 25, 2005
Got Maya as my random Civ this time around - which was great as I haven't played with religion in a while - but I forgot how tedious sending missionaries all over the world gets once you get to the mid/late game. Took a lot of work on my part to get my religion passed as the world religion, but now that that's done I suppose I relax a bit. Their unique building and unique ability make for an interesting mix of religion and science, if anyone is tired of the same old thing, I'd recommend giving them a try.

Azran
Sep 3, 2012

And what should one do to be remembered?
I'm playing in Prince, and barbarians just destroy any attempt I make at expansion. If I send my troops to escort my settlers, my workers get captured. If I keep my troops around, I can't expand. Meanwhile, my neighbors tend to explode in size - Napoleon just declared war on me while having at least five cities. I was playing Rome.

I'd love to know what I'm missing, I went Tradition but after Tradition I don't really know what to go with, or which victory condition to pursue. I create farms everywhere and avoid building stuff that won't get used.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

DEO3 posted:

Got Maya as my random Civ this time around - which was great as I haven't played with religion in a while - but I forgot how tedious sending missionaries all over the world gets once you get to the mid/late game. Took a lot of work on my part to get my religion passed as the world religion, but now that that's done I suppose I relax a bit. Their unique building and unique ability make for an interesting mix of religion and science, if anyone is tired of the same old thing, I'd recommend giving them a try.

Maya were what I won my only Emperor victory as. Converting a neighbor to your religion seems to make them a lot less aggressive towards you, and their UB is just plain good, as is getting an academy up and running so early. The great engineer is also pretty handy in a pinch for stealing a wonder.

Gort
Aug 18, 2003

Good day what ho cup of tea

Azran posted:

I'm playing in Prince, and barbarians just destroy any attempt I make at expansion. If I send my troops to escort my settlers, my workers get captured. If I keep my troops around, I can't expand.

Try this:

Play Aztecs

Build order - 3 additional Jaguar Warriors before you do anything else (giving you a total of 4), then play as normal (Workers, granaries etc)

Pick the first policy in Honour as your first policy, then play as normal thereafter (Tradition -> Rationalism -> Ideology)

Pair your Jaguars up to take out barbarian villages, make sure to heal them up to at least 91 HP before making attacks. You should get loads of culture from massacring the barbarians, city-states will love you for killing barbarian villages, and your land should stay plenty safe from barbarians.

Let us know how you do.

Luceo
Apr 29, 2003

As predicted in the Bible. :cheers:



Just started a new King game as Attila, having never played as the Huns, and hit a personal achievement, even if the game doesn't recognize it as one: Genghis Khan denounced ME as a warmonger. :black101:

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

Azran posted:

I'm playing in Prince, and barbarians just destroy any attempt I make at expansion. If I send my troops to escort my settlers, my workers get captured. If I keep my troops around, I can't expand. Meanwhile, my neighbors tend to explode in size - Napoleon just declared war on me while having at least five cities. I was playing Rome.

I'd love to know what I'm missing, I went Tradition but after Tradition I don't really know what to go with, or which victory condition to pursue. I create farms everywhere and avoid building stuff that won't get used.

Have more troops. You need to both be able to protect your settlers and be able to defend your existing cities. You should have at bare minimum one military unit per city (preferably more, but like I said, bare minimum), and your settler counts as a city, so it needs an extra military unit to go with it.

Also, you can keep barbarians from being as much of an issue by fogbusting -- barbarian camps only spawn in parts of the map that nobody has seen recently. If you station an archer or something on a hill a bit outside your territory, then that archer can keep a decent chunk of the map under surveillance, ensuring that no barbarians will spawn in that area. If you're worried about expansion, then you want to keep barbarian camps from spawning near your borders, because those camps will keep harassing you until you wipe them out. Speaking of which, wiping out camps is most easily done with ranged units, as the unit stationed in the camp will not leave it ever. Put an archer two tiles away and they can whittle down the camp garrison and then move in one turn later. Just watch out for AI units waiting for you to kill the garrison so they can snipe the camp from you.

After finishing Tradition, you should have one or two spare culture policies (suggestion: go into Patronage or Commerce) before you hit the Renaissance, at which point you should focus on Rationalism.

Mazzagatti2Hotty
Jan 23, 2012

JON JONES APOLOGIST #3

Azran posted:

I'm playing in Prince, and barbarians just destroy any attempt I make at expansion. If I send my troops to escort my settlers, my workers get captured. If I keep my troops around, I can't expand. Meanwhile, my neighbors tend to explode in size - Napoleon just declared war on me while having at least five cities. I was playing Rome.

I'd love to know what I'm missing, I went Tradition but after Tradition I don't really know what to go with, or which victory condition to pursue. I create farms everywhere and avoid building stuff that won't get used.

Do you tend to build scouts right off the bat? Sometimes you'll get an archer upgrade from one of your first few ruins, which turns that scout into a nice barbarian buster. I make sure to build at least one scout (more if the map size calls for it) first thing so I have some extra barbarian defense and I can maximize the amount of ruins and city-state introduction payouts I get in the early game.

Also, how far are you going to settle your second city? When I first started playing I often made the mistake of ranging pretty far afield to find a perfect second city location, but all that did was spread out my forces and make it really difficult to connect to my capital with roads. Try plopping your second settler no more than 5-8 tiles from your original city assuming you can find a decent spot for it. It will make defending both cities a lot easier because your units won't have as far to travel. My third city will usually be a little farther out, but still not a ridiculous distance unless there is a must have spot like a wonder or great chokepoint or something that I will desperately need later on.

Azran
Sep 3, 2012

And what should one do to be remembered?
Yeah, I keep a unit per city at the very least. I've gotten sniped plenty of times due to lack of visions, this game I lost 5+ workers to barbarians and then some other civ who came around and finished killing the barbarian camp. I feel like I'm going to sit in negative income if I spend more on troops. That aside, the other steps are things I normally do - use archers to kill camps, station them on hills, go Tradition, then Rationalism (normally I play Greece, so Patronage is a must it seems).
In the example I mentioned above, I reversed the situation and razed two of France's cities, and took the capital. I signed peace and the entire world started denouncing me. Ten turns after taking the capital, the Japanese and the Americans, who are like half a world away, declared war on me. Welp.

Gonna try the Aztec thing. :v:

Mazzagatti2Hotty
Jan 23, 2012

JON JONES APOLOGIST #3
Yeah if you're having that many problems with barbs early on taking the honor opener could help you out a lot, since you can see exactly where the camps spawn. I would also get into the habit of keeping your military units that are defending a particular city parked on top of your worker, since the city itself is not vulnerable to barb sniping and you don't get a bonus for Garrison'ing your military units until what should be your last policy in the Tradition tree.

But definitely take the honor opener with the Aztecs, that combined with the UA makes Barb-hunting pretty lucrative.

Ulvirich
Jun 26, 2007

Azran posted:

the Japanese and the Americans, who are like half a world away, declared war on me. Welp.

Unless they're on the same continent, the likelihood of you actually being on the receiving end of AI retaliation from those two is minimal. If you have a navy of like, 2-3 ships, just maul their embarked troops as they will not screen them with their own navy.

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

Azran posted:

Yeah, I keep a unit per city at the very least. I've gotten sniped plenty of times due to lack of visions, this game I lost 5+ workers to barbarians and then some other civ who came around and finished killing the barbarian camp. I feel like I'm going to sit in negative income if I spend more on troops.

These problems are definitely solvable. As Mazzagatti mentioned, keep your "garrison" unit on the worker in your territory rather than on the city, and barbarians won't be able to swoop in and steal the worker before you can react. This is especially helpful when your city is built next to a river, which wreaks havoc with your movement speed.

As for gold income, caravans are a major source of gold and can really help your economy. Of course, barbarians will happily pillage your caravans too, so you really need to keep the barbarians under control. What kind of map settings are you using? If you're using a map with fewer than the recommended number of civs, then there will be a lot more empty space and thus a lot more room for barbarians.

It's not the end of the world to run a mild deficit for awhile, either. Especially if it helps you take barbarian camps -- the 25 gold bounty is worth a decent amount of unit upkeep.

alcaras
Oct 3, 2013

noli timere
Won back-to-back science victories on Immortal (with Poland, but still). I feel like I'm getting the hang of things and prioritizing what's important (food to capital with trade routes, growth eveyrwhere, science buildings, production, sufficient defensive units to dissuade AI from attacking, bribing AI into other wars, everything else is backburner).

Is there a TL;DR set of strategies for other victories? Specifically, how do Culture, Domination, and Diplomatic differ from the standard Science victory path? Where do the strategies diverge?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Regarding barbarians, I have noticed that barbarians seem to be a much bigger nuisance on premade/pseudorandom maps like Great Plains, Amazon, and British Isles than on more traditional random maps, and keep spawning for much longer.

Nasgate
Jun 7, 2011
Playing on the medium difficulty. Holy poo poo venice. Im building wonder after wonder because i can just buy units and buildings. My only problem so far is that im sitting on most of the luxury resources and the other civs are too poor to trade with me. Also spreading my favourite religion "Rap Disciples" and converting barbarians into a massive army.

Any advice for what I should be wary of? Went with the religious policies and now patronage. And am I right in thinking that it's better to have trade routes to city-states than civs, since im ahead in science?

Peas and Rice
Jul 14, 2004

Honor and profit.
Congrats, you've pretty much already won the game. Just make sure you keep your coffers full and build a strong navy to protect your trade routes

Mazzagatti2Hotty
Jan 23, 2012

JON JONES APOLOGIST #3

Nasgate posted:

Playing on the medium difficulty. Holy poo poo venice. Im building wonder after wonder because i can just buy units and buildings. My only problem so far is that im sitting on most of the luxury resources and the other civs are too poor to trade with me. Also spreading my favourite religion "Rap Disciples" and converting barbarians into a massive army.

Any advice for what I should be wary of? Went with the religious policies and now patronage. And am I right in thinking that it's better to have trade routes to city-states than civs, since im ahead in science?

I don't think the boost the other civs get from your trade routes will make enough of a difference that you'd lose your advantage, so I would go ahead and trade with them if I got more money or some extra science out of the deal.

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 #1 nonintuitive rule for Venice is to puppet some handy coastal cities and use them to set up food trade routes to your capital. I mean, you should do this in basically any game, but Venice has so many spare trade routes that you have zero excuse for not doing so. The extra food translates to a substantial improvement in your growth rate, which means more citizens, for more science, for outstripping your rivals even faster. You can easily get Venice up to a population of over 60 with just a few food routes.

Azran
Sep 3, 2012

And what should one do to be remembered?
I play in Huge Pangaea Plus maps most of the time, and with the recommended number of civs and extra city states. Which is funny really, because I tend to find all the civs before finding a single city state, which leads me to believe there's something somewhere that is not working properly.

To be completely honest I haven't really toyed around much with the BNW features, such as tourism or caravans.

Mazzagatti2Hotty posted:

Yeah if you're having that many problems with barbs early on taking the honor opener could help you out a lot, since you can see exactly where the camps spawn. I would also get into the habit of keeping your military units that are defending a particular city parked on top of your worker, since the city itself is not vulnerable to barb sniping and you don't get a bonus for Garrison'ing your military units until what should be your last policy in the Tradition tree.

But definitely take the honor opener with the Aztecs, that combined with the UA makes Barb-hunting pretty lucrative.

I tend to get one or two scouts, since I play in Huge maps most of the time. Gonna try the Honor thing then!

Ulvirich posted:

Unless they're on the same continent, the likelihood of you actually being on the receiving end of AI retaliation from those two is minimal. If you have a navy of like, 2-3 ships, just maul their embarked troops as they will not screen them with their own navy.

I was playing on Pangaea Plus, I like big single continents, but they kept sending Warriors against my Fusiliers. :v:

Ham Sandwiches
Jul 7, 2000

Azran posted:

I play in Huge Pangaea Plus maps most of the time, and with the recommended number of civs and extra city states. Which is funny really, because I tend to find all the civs before finding a single

Pangaea Plus helpfully moves every single city state off the main continent and onto little islands nearby. To find them you either need a land unit to embark in the water and explore around, or you need a coastal city for boat action.

I personally found this very annoying and modded that feature out for a Pangaea Plus script without that city state placement.

I'd also suggest trying Large at some point, to me it strikes a nice balance between standard and huge.

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

Azran posted:

I play in Huge Pangaea Plus maps most of the time, and with the recommended number of civs and extra city states. Which is funny really, because I tend to find all the civs before finding a single city state, which leads me to believe there's something somewhere that is not working properly.

This sounds more like you aren't exploring very aggressively. Your starting city is in no danger from enemy units in the first 30+ turns, so you should send your warrior out exploring. Then your first build should be a scout, which you also send out exploring. Eventually you'll probably want to recall the warrior for garrison duty, but the scout can stay out there finding things until either he hits some ruins and upgrades to an archer, or he gets killed.

Also, pay attention to vision rules. Units can see further when standing on hills, and can't see through jungles or forests very well. So your scout should try to stick to hilltops where possible. You can shave a lot of time off of your scouting this way (and also by doing things like making certain that your warrior crosses rivers and climbs hills as the second of his two moves).

quote:

To be completely honest I haven't really toyed around much with the BNW features, such as tourism or caravans.

Caravans are going to be your primary source of gold in most games. You should build one as soon as you feel it's not going to get instantly pillaged by barbarians.

Gaggins
Nov 20, 2007

Huge maps have a lot more barbarians to deal with, I don't know if it's because civs are more spread out so there aren't as many targets or what. You'll just need to have more military units to protect your stuff and to clear out the camps. There's no shortcut.

Mazzagatti2Hotty
Jan 23, 2012

JON JONES APOLOGIST #3
Yeah I've found on my recent huge map where I took the honor opener that a barb camp spawns almost every single turn, so that could have something to do with the constant harassment.

Ham Sandwiches
Jul 7, 2000

Mazzagatti2Hotty posted:

Yeah I've found on my recent huge map where I took the honor opener that a barb camp spawns almost every single turn, so that could have something to do with the constant harassment.

Barbarians don't spawn in tiles if someone has vision of the tile. They can only spawn in tiles that are covered by the fog of war. What that means is the larger the map, the less of it will be 'visible' in the early part of the game, which means more barbarians can spawn.

When you destroy a camp a new camp will spawn somewhere in the fog of war. Higher difficulty levels usually mean less barbarians to deal with since the AI is more aggressive about clearing them and expands faster, larger maps usually mean more barbarians to deal with until civs have good vision and larger borders.

Azran
Sep 3, 2012

And what should one do to be remembered?
Huh, didn't knew that about Pangaea Plus. Thanks! Gonna downsize my maps then.

TooMuchAbstraction posted:

This sounds more like you aren't exploring very aggressively. Your starting city is in no danger from enemy units in the first 30+ turns, so you should send your warrior out exploring. Then your first build should be a scout, which you also send out exploring. Eventually you'll probably want to recall the warrior for garrison duty, but the scout can stay out there finding things until either he hits some ruins and upgrades to an archer, or he gets killed.

Also, pay attention to vision rules. Units can see further when standing on hills, and can't see through jungles or forests very well. So your scout should try to stick to hilltops where possible. You can shave a lot of time off of your scouting this way (and also by doing things like making certain that your warrior crosses rivers and climbs hills as the second of his two moves).

Yup, I've been doing the hill thing since CivIII :v: I tend to scout with my initial warrior and both my scouts, who are the first thing I build, followed by a worker or a temple if I'm going for faith. This last game, I found close to 15 ruins, which is kind of a record. I recall my warrior by the time I get my worker out, but my scouts/warrior tend to die eventually in plains or forests due to the lack of vision. Maybe I just really stick to hills.

TooMuchAbstraction posted:

Caravans are going to be your primary source of gold in most games. You should build one as soon as you feel it's not going to get instantly pillaged by barbarians.

Interesting. Gonna keep them in mind, I haven't used them more than once.

Boatswain
May 29, 2012
I quit the naval game because going anywhere took forever (Standard map size Archipelago) and instead crushed first as the Huns and then as the Mongols. Now I'm going to up the difficulty and try again. I've got some questions though:

• Are there more to "production cities" than trading it hammers from other cities? When & where should I set one up?
• How would I go about creating a science-focused city? When & where should I set one up?
• How should you use your Capital as Babylon?

Cheers!

e: and what is the difference between Plains and Plains Plus?

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

Boatswain posted:

• Are there more to "production cities" than trading it hammers from other cities? When & where should I set one up?
• How would I go about creating a science-focused city? When & where should I set one up?
• How should you use your Capital as Babylon?

You're applying a Civ4 mindset to Civ5. Cities generally aren't all that specialized in Civ5. You have:

* Your capital, which you want to grow as huge as possible because it has the National College in it and thus is your major science hub.
* Your trade hub city, which is usually a coastal city and has all of your international (i.e. gold-producing) trade routes
* Your culture city, which has all the guilds in it

And that's about it. And the thing is, all three of these can be the same city! Indeed, they often are -- the capital grows huge, so it has more capacity for random specialists; if it's on the coast then you have no need to build a trade hub.

All of your other cities get plonked down wherever they have the best growth potential. You'll adjust things slightly for other factors -- e.g. putting them adjacent to mountains so they can have observatories, or trying to get some hills if they have no other productive tiles -- but not much. Having no productive tiles kind of sucks, but you don't need a ton to make an effective city. In Civ4 you wanted tons of production because there was basically no such thing as a too-big army, but Civ5's one-unit-per-tile constraints mean that most cities are going to spend all of their production on buildings, and you don't actually need all that many buildings in each city.

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Gort
Aug 18, 2003

Good day what ho cup of tea

Boatswain posted:

• Are there more to "production cities" than trading it hammers from other cities? When & where should I set one up?

You don't have to specialise cities like that for the most part. Every city should be a "production city" in the same way that every city should be a "food city" and a "science city". There aren't any unique buildings that increase your production by a percentage, so you don't need to stack them in one place.

quote:

• How would I go about creating a science-focused city? When & where should I set one up?
• How should you use your Capital as Babylon?

These are the same thing. Your capital is your biggest science city. National College goes there, as do any academies you build using your great scientists. (Generally, build academies with great scientists in the first half of the game, and use them to discover tech in the second half)

Your trade routes should all be going back to your capital as Food routes.

quote:

e: and what is the difference between Plains and Plains Plus?

I honestly have no idea.

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