Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Doh004
Apr 22, 2007

Mmmmm Donuts...
Doing my first game (got it this weekend) on the normal difficult and what the gently caress! I'm doing well, not attacking people, trading with everyone, not pissing anyone off. Then all of the sudden, two friendly people decide to declare on me... for nothing!

What did I do wrong :(

Adbot
ADBOT LOVES YOU

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Not having enough military and giving your enemies embassies/open borders too early. The AI will press a military advantage if they clearly have one.

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

Doh004 posted:

Doing my first game (got it this weekend) on the normal difficult and what the gently caress! I'm doing well, not attacking people, trading with everyone, not pissing anyone off. Then all of the sudden, two friendly people decide to declare on me... for nothing!

What did I do wrong :(

You didn't build enough military. The AI doesn't make friends in CiV; it just has factions that it tolerates and those that it hates. It saw you with your cities full of wonders and your tiny, outdated military and decided you were easy pickings.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Human players will do this too if you ever plan to play multiplayer. Competitive play in Civ is just a giant dick-over competition. Never leave a settler unguarded.

Doh004
Apr 22, 2007

Mmmmm Donuts...
What a bunch of jerks. Well, now they have the full weight of my entire empire fighting them.

Also good to know, definitely need to balance out more military might moving forward next time.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

It probably heavily depends on your difficulty setting, but having a tech level appropriate unit in each city is the bare minimum. I personally augment that with little groups of 2-3 response units that each cover a part of my realm, and some ships parked across my coasts. It's usually enough to keep most civs from seeing you as prey, and a good base to build on if you are the one who will eventually burn the world. Being friends with militaristic city states can help too, since they gift you units every now and then that are maybe better than what you currently have. Saves you the time of making your own if they aren't terrible.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Chamale posted:

If I build the Statue of Liberty, then switch ideology, do I still get the +1 production from specialists?

Yeah, too bad it's such a gigantic pain in the rear end to get the prompt to switch ideologies. I know I've always wanted to build all three of those in a single game, even if The Kremlin is pretty lovely.

Chamale
Jul 11, 2010

I'm helping!



The White Dragon posted:

Yeah, too bad it's such a gigantic pain in the rear end to get the prompt to switch ideologies. I know I've always wanted to build all three of those in a single game, even if The Kremlin is pretty lovely.

I have a tendency to ignore tourism and culture completely, so my citizens are always grumbling and demanding a change.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Tin Tim posted:

It probably heavily depends on your difficulty setting, but having a tech level appropriate unit in each city is the bare minimum. I personally augment that with little groups of 2-3 response units that each cover a part of my realm, and some ships parked across my coasts. It's usually enough to keep most civs from seeing you as prey, and a good base to build on if you are the one who will eventually burn the world. Being friends with militaristic city states can help too, since they gift you units every now and then that are maybe better than what you currently have. Saves you the time of making your own if they aren't terrible.

The important thing to remember about militaristic CSes is that, functionally, having several of them will result in your army resembling an AI's in terms of being composed of massive numbers of random inexperienced units, many of them in the specialized flavors like AA guns or Marines. Note however that this is just as effective an aggression deterrent as a similar-sized army which is experienced and effectively composed, while being significantly cheaper in terms of resources and demands on your attention.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Double attack +1 range ships and bowmen will basically wreck everything until planes come around. Get a mere handful of those and you can bring the world to its knees.

You know, after all this time playing, I kind of think it's odd that land units don't have a '+1 movement' promotion to choose.

Kumaton
Mar 6, 2013

OWLBEARS, SON
Is it just me, or is Indonesia one of those Civs that seems to get their poo poo kicked in every game? This is probably the third time in a row where they've lost their capital before I even met them.

Update: And now they're completely gone. RIP Mr. Madah. :smith:

Kumaton fucked around with this message at 03:39 on Jan 20, 2015

Trivia
Feb 8, 2006

I'm an obtuse man,
so I'll try to be oblique.
Does anyone know if there's a mod out there that gives you a user-prescribed alarm clock of sorts? Something that will notify me after 5 turns to allow growth again (for example).

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Kumaton posted:

Is it just me, or is Indonesia one of those Civs that seems to get their poo poo kicked in every game? This is probably the third time in a row where they've lost their capital before I even met them.

He probably just spawned next to a very angry Genghis. I find that he's kind of a jackass trading partner, though, and he can be really hard to get to the point where he'll trade resources with you at a fair rate. I don't really have this problem with other leaders.

Lord Justice
Jul 24, 2012

"This god whom I created was human-made and madness, like all gods! Woman she was, and only a poor specimen of woman and ego. But I overcame myself, the sufferer; I carried my own ashes to the mountains; I invented a brighter flame for myself. And behold, then this god fled from me!"
Quick question. When gaining hammers from chopping a forest, are those hammers lost if you overflow when producing something? I.E, you're building a Granary, it takes 7 hammers to finish it, your base hammer yield is +9 or whatever so you'll finish it next turn, then you chop a forest this turn and add 10 hammers. Will those extra hammer spill over to the next building project, or be lost?

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

What really annoys me in this game is the constant tech stealing of other civs. Yeah, I eventually build the relevant things to stop it and have a spy in my capital and others cities if they are juicy targets, but it's just so annoying that there is no real penalty for the AI if caught. Like, I can denounce them which usually doesn't do aynthing because the other civs aren't on my side because I'm winning, or I can declare war which then makes me the bad guy instead of the guy that has been constantly sending people into my towns to steal poo poo. Well, you can also demand from them to stop, but they'll just start again after a few turns anyway.


I told you to stop it, Brazil. I told you :colbert:

Nuclearmonkee
Jun 10, 2009


Tin Tim posted:

What really annoys me in this game is the constant tech stealing of other civs. Yeah, I eventually build the relevant things to stop it and have a spy in my capital and others cities if they are juicy targets, but it's just so annoying that there is no real penalty for the AI if caught. Like, I can denounce them which usually doesn't do aynthing because the other civs aren't on my side because I'm winning, or I can declare war which then makes me the bad guy instead of the guy that has been constantly sending people into my towns to steal poo poo. Well, you can also demand from them to stop, but they'll just start again after a few turns anyway.


I told you to stop it, Brazil. I told you :colbert:

Humans do the same thing. It's a good mechanic to help keep civs that are behind from getting too far behind.

majormonotone
Jan 25, 2013

Lord Justice posted:

Quick question. When gaining hammers from chopping a forest, are those hammers lost if you overflow when producing something? I.E, you're building a Granary, it takes 7 hammers to finish it, your base hammer yield is +9 or whatever so you'll finish it next turn, then you chop a forest this turn and add 10 hammers. Will those extra hammer spill over to the next building project, or be lost?

I believe that it spills over.

exmachina
Mar 12, 2006

Look Closer

Nuclearmonkee posted:

Humans do the same thing. It's a good mechanic to help keep civs that are behind from getting too far behind.

This, like Scholars in Residance. Also, unless you are spoiling for a fight, always forgive the AI for the positive diplomatic modifier. Backwards civs (including humans) will ALWAYS steal techs. You can't avoid it.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Nah, I get it from a mechanics standpoint and would totally do it too if I fell behind hard for some reason. It's just annoying to me to deal with the same messages/events so often over long stretches of the same game once the spying starts.

Eventually that leads to me dropping six nukes on one country, while my tanks+ships ruin another one. Still won the world leader election a few turns later though so GG :v:

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire

Doh004 posted:

Doing my first game (got it this weekend) on the normal difficult and what the gently caress! I'm doing well, not attacking people, trading with everyone, not pissing anyone off. Then all of the sudden, two friendly people decide to declare on me... for nothing!

What did I do wrong :(

Basically always remember that despite Civilization's presentation it isn't a roleplaying game, you don't get the paragon ending for being a pacifist. Under all the trappings it's a board game and people play to win.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
I agree with Tin Tim. I really wish the negative diplomatic declaring war was ameliorated if you warned them about the issue once or twice (eg. 'Stop spreading your religion in my realm', 'Stop stealing my techs', 'Don't settle near me'). It seems curiously missing.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
^^^ Apparently, denouncing them first helps to 'justify' your DOW in the eyes of the other AIs.

RagnarokAngel posted:

Basically always remember that despite Civilization's presentation it isn't a roleplaying game, you don't get the paragon ending for being a pacifist. Under all the trappings it's a board game and people play to win.

The AI is designed to be a mix, though, of roleplaying, winning, and being an annoying obstacle for the player. It sucks at the second one but excels at the third.

:argh:

Super Jay Mann
Nov 6, 2008

Tin Tim posted:

What really annoys me in this game is the constant tech stealing of other civs. Yeah, I eventually build the relevant things to stop it and have a spy in my capital and others cities if they are juicy targets, but it's just so annoying that there is no real penalty for the AI if caught. Like, I can denounce them which usually doesn't do aynthing because the other civs aren't on my side because I'm winning, or I can declare war which then makes me the bad guy instead of the guy that has been constantly sending people into my towns to steal poo poo. Well, you can also demand from them to stop, but they'll just start again after a few turns anyway.


I told you to stop it, Brazil. I told you :colbert:

There's no penalty for stealing techs but assuming you have a counterspy there's always the chance of failing to steal, which I think introduces enough balance and risk for both AIs and players alike. That aside, AIs stealing techs is a good thing because that means you're ahead of them and if you're ahead of them you've already won the game.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Super Jay Mann posted:

There's no penalty for stealing techs but assuming you have a counterspy there's always the chance of failing to steal, which I think introduces enough balance and risk for both AIs and players alike.

I think there isn't enough risk for tech thieves. Your lovely first-level agent failed to steal a tech and died, he respawns in ten turns, boo-hoo. Now, if you lost a spy permanently, or they took a ridiculously long number of turns to come back--like in the 90s on Normal speed--that'd be risk enough for the thief and respite enough for the target.

v Yeah, I could dig that too. Pretty much anything to increase the risk on the thief because they're really getting something for nothing (including effort). That, or make the diplo bonus more persistent/permanent and stack harder so you actually can change a civ's diplomatic attitude of you by being generous about spying.

Fur20 fucked around with this message at 19:26 on Jan 20, 2015

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Or how about you have to train spies, and there's simply a cap on them like cargo ships? Losing one would mean ponying up the cash to replace it or putting one back in the build queue.

I've always liked the mechanics of what spies actually do, because it makes for a very good rubber-band mechanic. I just thought they should be more 'active' in a way rather than set and forget. The game already has code for stealth units- why not make spies a unit?

PoizenJam fucked around with this message at 19:27 on Jan 20, 2015

StashAugustine
Mar 24, 2013

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

Poizen Jam posted:

I've always liked the mechanics of what spies actually do, because it makes for a very good rubber-band mechanic. I just thought they should be more 'active' in a way rather than set and forget. The game already has code for stealth units- why not make spies a unit?

They did in Civ 4 and it was annoying as poo poo, I agree espionage could use more to it but I like the abstract design.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

RagnarokAngel posted:

Basically always remember that despite Civilization's presentation it isn't a roleplaying game, you don't get the paragon ending for being a pacifist. Under all the trappings it's a board game and people play to win.
Oh yeah, this is super true. Most of the other civs(the not supper aggro ones at least) will happily live along with you, but if you look like tasty pickings after a while, they will get you. Also, you can always count on them to propose things that are bad for you, while getting super pissy if you propose anything that slightly goes against their way. In short, just play to win 24/7 and give no quarter.

Oh, since I'm fairly new to the game, how did I make this happen?


Harun looks pretty sad about my empire of blue jeans but it is hilarious to me and I want to do it again

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Tin Tim posted:

Oh yeah, this is super true. Most of the other civs(the not supper aggro ones at least) will happily live along with you, but if you look like tasty pickings after a while, they will get you. Also, you can always count on them to propose things that are bad for you, while getting super pissy if you propose anything that slightly goes against their way. In short, just play to win 24/7 and give no quarter.

Oh, since I'm fairly new to the game, how did I make this happen?


Harun looks pretty sad about my empire of blue jeans but it is hilarious to me and I want to do it again

That's the message for when your tourism reaches the "influential" stage over another civ (doing this to everybody achieves a Cultural Victory.)

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Hey guys, just a heads up, I've experienced some issues trying to use GoonPack in multiplayer. A new version of the fake-DLC compiler was released so it might be related to that, but until then the single player should be working fine. I'll update when I figure it out but for now the GoonPack is still good to go for single-player.

Tin Tim: You became 'influential' with your tourism exports. Do that to all Civs and you win a culture victory.

Microplastics
Jul 6, 2007

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

The White Dragon posted:

I think there isn't enough risk for tech thieves. Your lovely first-level agent failed to steal a tech and died, he respawns in ten turns, boo-hoo. Now, if you lost a spy permanently, or they took a ridiculously long number of turns to come back--like in the 90s on Normal speed--that'd be risk enough for the thief and respite enough for the target.

The enemy spy gets to level up though and you miss out on the same. That's quite the opportunity cost right there. It might not matter that much to the AI with their legions of replaceable spies (much to the annoyance of the player), but it's a big thing for the player and moreso in a MP game.

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:

I think there isn't enough risk for tech thieves. Your lovely first-level agent failed to steal a tech and died, he respawns in ten turns, boo-hoo. Now, if you lost a spy permanently, or they took a ridiculously long number of turns to come back--like in the 90s on Normal speed--that'd be risk enough for the thief and respite enough for the target.

The spying mechanic is explicitly a catch-up mechanic for civs that are falling behind. Increasing the penalty for failure neuters the mechanic and thus makes it pointless. The game has way too many snowball effects already; having something to counteract that is a good thing.

Not that we need to go full-on blue shell, but it should be possible to catch civs that are on the verge of going runaway.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Gabriel Pope posted:

That's the message for when your tourism reaches the "influential" stage over another civ (doing this to everybody achieves a Cultural Victory.)
Nice, I didn't even care for my tourism so that was totally on accident

And while we're at it, I was sorta bummed to discover that capitals can't be destroyed because they're tied to one of the victories. Is there a mod that changes that? Can't imagine I'm the only one who enjoys to remove all traces of another civ and then build better cities over the ashes :v:

Nuclearmonkee
Jun 10, 2009


Tin Tim posted:

Nice, I didn't even care for my tourism so that was totally on accident

And while we're at it, I was sorta bummed to discover that capitals can't be destroyed because they're tied to one of the victories. Is there a mod that changes that? Can't imagine I'm the only one who enjoys to remove all traces of another civ and then build better cities over the ashes :v:

Best you can do is rename it to something offensive.

Cynic Jester
Apr 11, 2009

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

Lord Justice posted:

Quick question. When gaining hammers from chopping a forest, are those hammers lost if you overflow when producing something? I.E, you're building a Granary, it takes 7 hammers to finish it, your base hammer yield is +9 or whatever so you'll finish it next turn, then you chop a forest this turn and add 10 hammers. Will those extra hammer spill over to the next building project, or be lost?

You can overflow up to your current income, or the cost of the last item, whichever is greater. At higher levels of play, you can often eke out a few extra turns of production by managing overflow and production bonuses (ie stuff like stables and the like which only apply to certain productions, as the overflow is modified hammers instead of raw hammers).

RattiRatto
Jun 26, 2014

:gary: :I'd like to borrow $200M
:whatfor:
:gary: :To make vidya game
I bought this game during steam christmas sale and i have been playing it since that day ;)
Really nice and addictive.
However, something bothers me...it seems like that every game ends with the culture victory thanks to tourism. Is it me just unlucky or it's overpowered?

Dr. Video Games 0031
Jul 17, 2004

RattiRatto posted:

I bought this game during steam christmas sale and i have been playing it since that day ;)
Really nice and addictive.
However, something bothers me...it seems like that every game ends with the culture victory thanks to tourism. Is it me just unlucky or it's overpowered?

Try stepping it up a difficulty level? The AI is really bad at tourism and culture, and if the player knows just a couple easy to figure out tricks you can often accidentally become influential over the entire world. This tends to stop on the higher difficulty, mostly because of AI bonuses allowing them to stay at least somewhat competitive.

The alternative method is to just focus on pure military and don't even look at tourism buildings. Use your writers for culture boosts and your artists for golden ages. Make many men and conquer the world.

RattiRatto
Jun 26, 2014

:gary: :I'd like to borrow $200M
:whatfor:
:gary: :To make vidya game

Dr. Video Games 0031 posted:

Try stepping it up a difficulty level? The AI is really bad at tourism and culture, and if the player knows just a couple easy to figure out tricks you can often accidentally become influential over the entire world. This tends to stop on the higher difficulty, mostly because of AI bonuses allowing them to stay at least somewhat competitive.

The alternative method is to just focus on pure military and don't even look at tourism buildings. Use your writers for culture boosts and your artists for golden ages. Make many men and conquer the world.

Cool deal, i'm more of a culture guy, until Gandhi comes and nukes me (yes it happens quite often)

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
Culture victories are what you'll stumble into if you're being a wonder-whore against underpowered AIs and you don't bother to buy out the city-states (and thus get a diplomatic victory).

Vil
Sep 10, 2011

As a general rule, if you know to do general sensible things to stay competitive (food, science, keep a reasonable standing army):

- If you build lots of culture buildings and grow cultural great people, you'll end up with a culture victory, unless you're somewhat unoptimized in which case diplomatic might come first.
- If you buy out the city-states you'll end up with a diplomatic victory or a culture victory depending on how much you optimize your culture game.
- If you do neither of the above, you'll eventually get a science victory, but it'll typically come more slowly than either of the above.
- You'll get a domination victory only if you deliberately and specifically set out to go for one. You won't simply happen into this one by playing with a variety of play styles.
- It's pretty drat unlikely that you (or someone else) will end up with a time victory. I typically disable them anyway just because I find them unsatisfying.

The other thing about cultural victories in particular is that unlike the rest, you can't really opt out of getting one (e.g. vote for someone else, don't build your spaceship parts, don't conquer that last capital) if you want to keep playing to pursue some other victory. So if you want to avoid an accidental cultural victory you basically have to go easy on your tourism game, to prevent it from eventually forcing one on you. You should, however, still go fairly heavily on your culture game, because you obviously don't want someone else to win a cultural victory either.

Adbot
ADBOT LOVES YOU

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

But can't you just keep playing anyway? Like, in my current game I just stumbled into a culture victory and picked the "Just one more turn option"


Persia is in for some poo poo

Shouldn't have tried to start a war with my buddy Brazil! They have the lowest score anyway and I tried to help them out, so back off

  • Locked thread