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Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Poizen Jam posted:

Apologies guys- I've had the modpack patch done for a few weeks. I was away at conferences for a few days, busy writing my first manuscript, and experienced a catastrophic system failure during a Windows 10 update installation. Alas, I have gotten around to finishing my playtest and uploading the patched version.

Changes:
  • Added some Quality of Life improvement mods: Faster Aircraft Animations, unit path viewer
  • Added Dynamic Culture Overview for culture civ compatibility
  • Patched Inuit Re-syncing bug
  • Premptively patched a couple other bugs which may cause re-syncing
  • Further lua editing/performance tweaks

Here's the link:

GoonPack v 3.1

Yay thanks!

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The Sweet Hereafter
Jan 11, 2010

Poizen Jam posted:

Apologies guys- I've had the modpack patch done for a few weeks. I was away at conferences for a few days, busy writing my first manuscript, and experienced a catastrophic system failure during a Windows 10 update installation. Alas, I have gotten around to finishing my playtest and uploading the patched version.

Changes:
  • Added some Quality of Life improvement mods: Faster Aircraft Animations, unit path viewer
  • Added Dynamic Culture Overview for culture civ compatibility
  • Patched Inuit Re-syncing bug
  • Premptively patched a couple other bugs which may cause re-syncing
  • Further lua editing/performance tweaks

Here's the link:

GoonPack v 3.1

Awesome! Any idea if updating will break saves? I'm also slightly confused by what the Dynamic Culture Overview does, is that for Civs with new UBs that don't show up properly on the Culture screen?

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!

The Sweet Hereafter posted:

Awesome! Any idea if updating will break saves? I'm also slightly confused by what the Dynamic Culture Overview does, is that for Civs with new UBs that don't show up properly on the Culture screen?

That's precisely what dynamic culture overview does.

As for backward compatibility- I cannot confirm. Consider it an 'at own risk' thing, the old version will remain up for downloading via the previous link in case you need a reinstall.

To elaborate on the inuit bug; the Inuksuk was programmed really terribly. It would check that you are the current player and that you are inuit- and only fire the ability if that was the case. As a result, it just plain doesn't work if the Inuit are the AI or you've capture an Inuit city with an Inukshuk. So if one player A was Inuit and built an Inukshuk, it would fire on Player A but not for Player B, C, etc. this guarantees a desync as

The unit move to mod implements a Civ Beyond Earth style path viewer in civ v. The original mod he a stupid watermark notification that would appear every time you started a new game or re-loaded it so i axed it- otherwise it's the same,

PoizenJam fucked around with this message at 18:06 on May 17, 2015

The Sweet Hereafter
Jan 11, 2010

Poizen Jam posted:

That's precisely what dynamic culture overview does.

As for backward compatibility- I cannot confirm. Consider it an 'at own risk' thing, the old version will remain up for downloading via the previous link in case you need a reinstall.

I finished my current game before trying the new pack just in case. This is a screenshot of the winning turn:



It's probably the best start I've ever had - a little slow to get going but flood plains, Petra, and Desert Folklore were immense and the hydroelectric plant was the icing on the cake. Getting Tithe and having Benin eradicate the only other Civ on the continent that had produced a religion also helped enormously. I was just crapping out wonders, and that's by far the earleist and best win I've ever managed. I'm tempted to step up to Emperor after that, except I'm pretty sure it was the starting location that won it rather than me.

Am I the only person who never really goes for the four city thing? I usually build two or three, sometimes I even stick with just the capital if I can't see anywhere else I really want to expand to.

Gort
Aug 18, 2003

Good day what ho cup of tea
I'd say you can get away with only three cities in the early game, but two is a bit low. Obviously you don't need more than one city to win, but you'll generally get more of what you want with four cities without overly angering AIs (as long as you make sure you don't build city #4 while an AI out there still only has two, or you'll get the "aggressive expander" diplomacy penalty).

Once ideologies come along you can start spamming cities somewhat, though it's less important than getting a good "core four".

The Sweet Hereafter
Jan 11, 2010

Gort posted:

I'd say you can get away with only three cities in the early game, but two is a bit low. Obviously you don't need more than one city to win, but you'll generally get more of what you want with four cities without overly angering AIs (as long as you make sure you don't build city #4 while an AI out there still only has two, or you'll get the "aggressive expander" diplomacy penalty).

Once ideologies come along you can start spamming cities somewhat, though it's less important than getting a good "core four".

If I ever build a fourth city it'll be some time in the Industrial to Atomic periods when I realise I don't have any aluminium or uranium or whatever I need. Aside from that, on a standard size map I hardly ever find three more sites I want to colonise and can get to before the AI does. I do prefer to have my cities not overlapping any more than absolutely necessary though.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!

The Sweet Hereafter posted:

I finished my current game before trying the new pack just in case. This is a screenshot of the winning turn:



Speaking of ridiculous games:



The Inuit has some serious loving growth potential with the right start. In this case, I had nabbed goddess of the hunt to supplement my food from dears- and dropped Inukshuks on all the neighbouring tiles. Look at those yields! Even the mountain gets +1f1p. Look how large that city is for early-mid game. I easily stomped everyone in this game, my population got way high by the end, over 50.

The Sweet Hereafter
Jan 11, 2010

Poizen Jam posted:

Speaking of ridiculous games:



The Inuit has some serious loving growth potential with the right start. In this case, I had nabbed goddess of the hunt to supplement my food from dears- and dropped Inukshuks on all the neighbouring tiles. Look at those yields! Even the mountain gets +1f1p. Look how large that city is for early-mid game. I easily stomped everyone in this game, my population got way high by the end, over 50.

That's impressive. I think my only issue with the mod civs is that they're difficult to balance and a lot of them seem overpowered, either by a little or a lot. The Inuit are a good case in point - they can make use of tiles no other civ can, so there's no competiton and they're presumably guaranteed the best tundra starting location available.

I still plan to play with all of these overpowered civs though :D

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
I was concerned about balance initially but to be quite honest it's not like the official Civs are balanced in any meaningful sense of the word. I'll take out a Civ that's clearly broken beyond measure but beyond that I'm not terribly concerned about balance.

Stalin is basically the ultimate defensive Civ though. Throw up a Great Wall and you have a nice historical simulation of how futile invading Russia truly is.

Sarah Bellum
Oct 21, 2008
Expansion for Beyond Earth announced: http://www.civilization.com/en/news/2015-05-civilization-beyond-earth-rising-tide-fall-2015/

I wasn't expecting them to expand it at all.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

Sarah Bellum posted:

Expansion for Beyond Earth announced: http://www.civilization.com/en/news/2015-05-civilization-beyond-earth-rising-tide-fall-2015/

I wasn't expecting them to expand it at all.

An expansion centered around water tiles that the AI doesn't understand in the first place either means the game is getting a major AI overhaul ( :v: ) or it will be an utter disaster. Or maybe just $30 of more mediocrity. Frankly that $30 (which will be closer to $50 in Norway) is a dealbreaker for me since the game felt extremely overpriced for what it cost at launch. Unless it can somehow magically fix almost everything that was wrong with the game, in which case I'll get it.

AG3 fucked around with this message at 13:57 on May 18, 2015

Ragnar Gunvald
May 13, 2015

Cool and good.
So the OP suggests checking out YouTube to learn how to play the game "correctly". I'd like to learn as I've loved the civ games from the very beginning but I'm awful at them and play on the warlord difficulty.

If I have an aversion to YouTube is there somewhere I can read about how to actually play the game?...

bend it like baked ham
Feb 16, 2009

Fries.

Ragnar Gunvald posted:

So the OP suggests checking out YouTube to learn how to play the game "correctly". I'd like to learn as I've loved the civ games from the very beginning but I'm awful at them and play on the warlord difficulty.

If I have an aversion to YouTube is there somewhere I can read about how to actually play the game?...

http://www.carlsguides.com/strategy/civilization5/

turboraton
Aug 28, 2011
Hey there guys, the mod totally focused on ancient to medieval eras I mentioned you its on FINAL BETA status before going on steam. Grab it on http://www.annodomini.org.uk/

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!"

Ragnar Gunvald posted:

So the OP suggests checking out YouTube to learn how to play the game "correctly". I'd like to learn as I've loved the civ games from the very beginning but I'm awful at them and play on the warlord difficulty.

If I have an aversion to YouTube is there somewhere I can read about how to actually play the game?...

What I've found to be very helpful in learning how to play is talking to people who know the game on Steam, like Platystemon. If you want, I could help you out (I'm The God Emperor, King of Magi on Steam).

Ham Sandwiches
Jul 7, 2000

Ragnar Gunvald posted:

So the OP suggests checking out YouTube to learn how to play the game "correctly". I'd like to learn as I've loved the civ games from the very beginning but I'm awful at them and play on the warlord difficulty.

Enable the Steam 720p streaming then invite people from the thread to berate you while you play.

Im kidding about the berating but taking a one minute glance at a dude's game and offering some tips is not too hard, and Steam makes that pretty easy now.

ImpulseDrive
Jul 25, 2008

Sarah Bellum posted:

Expansion for Beyond Earth announced: http://www.civilization.com/en/news/2015-05-civilization-beyond-earth-rising-tide-fall-2015/

I wasn't expecting them to expand it at all.

To be fair, Firaxis's approach to the Civ Franchise has been that nothing is complete or worth a drat without its two requisite expansion packs since Civ 3. Beyond Earth probably isn't going to be any different. The problem was they didn't make Beyond Earth as solid a foundation for the two expansion pack thing and the actual Civ games were, so two actual expansion packs might be iffy?

Dr. Video Games 0031
Jul 17, 2004

ImpulseDrive posted:

To be fair, Firaxis's approach to the Civ Franchise has been that nothing is complete or worth a drat without its two requisite expansion packs since Civ 3. Beyond Earth probably isn't going to be any different. The problem was they didn't make Beyond Earth as solid a foundation for the two expansion pack thing and the actual Civ games were, so two actual expansion packs might be iffy?

I've always thought Civ 4 was really good and better than the entirety of 3 from the start. The prevailing opinion on it here was also much more positive at launch than 5 or BE. It was that which caused me to pre-order Civ 5 and now I'm going to continue to be extremely sceptical of every Firaxis game from here on out.

Fister Roboto
Feb 21, 2008


I really hate listening to some neckbeard with a facecam ramble for five hours, so this is extremely useful, thank you.

ImpulseDrive
Jul 25, 2008

Dr. Video Games 0031 posted:

I've always thought Civ 4 was really good and better than the entirety of 3 from the start. The prevailing opinion on it here was also much more positive at launch than 5 or BE. It was that which caused me to pre-order Civ 5 and now I'm going to continue to be extremely sceptical of every Firaxis game from here on out.

Civ 4 was definitely missing a chunk of content that Civ 3 acquired through its expansions - notably of course the additional nations.

Civ 4 got hit hard on release between the people bitching about having to upgrade their computers thanks to the switch from 2D sprites to 3D models, and some of them being proved right when Civ 4 had serious crashing issues from the start with some of the major cards on the market.

There might've even been issues where some of the CDs packaged on the initial release were like two install discs and no game play disc It was a while ago.

Dr. Video Games 0031
Jul 17, 2004

On SA there were pretty close to zero complaints from people about the switch to 3D.

Fister Roboto
Feb 21, 2008

I loved Civ 4 at release, and it only got better from there. Definitely not the case with Civ5. I'm pretty certain that Firaxis has discovered that they can get people to pay $60 for a sub-standard game and then another $30-60 to "fix" it, and have them rabidly defending the practice all the way. "You think Civ 5 vanilla is bad because you're comparing it with Civ 4 BTS" or "You think BE is bad because you're comparing it to Civ 5 BNW".

Panzeh
Nov 27, 2006

"..The high ground"

Fister Roboto posted:

I loved Civ 4 at release, and it only got better from there. Definitely not the case with Civ5. I'm pretty certain that Firaxis has discovered that they can get people to pay $60 for a sub-standard game and then another $30-60 to "fix" it, and have them rabidly defending the practice all the way. "You think Civ 5 vanilla is bad because you're comparing it with Civ 4 BTS" or "You think BE is bad because you're comparing it to Civ 5 BNW".

I don't know, I can stop at Civ 5(and Civ BE) just not being well designed games, and the expansions are just polishing a turd. Highly doubt it's some kind of conspiracy to sell expansions.

Chamale
Jul 11, 2010

I'm helping!



I'm having a problem. I'm trying to unemploy a farmer to move a city from 29 production, 4 food per turn to 30 production, 1 food. But when I exit the city management screen, the governor moves the unemployed citizen back to the farm. The city is set to production focus, and it's building a factory. Why does that happen? Can I do something to stop it and get the citizen management I want?

Chamale fucked around with this message at 04:37 on May 19, 2015

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

Panzeh posted:

I don't know, I can stop at Civ 5(and Civ BE) just not being well designed games, and the expansions are just polishing a turd. Highly doubt it's some kind of conspiracy to sell expansions.

There's no questions the expansions made Civ 5 a better game. Whether you feel that better game is worth playing is a different question.


Chamale posted:

I'm having a problem. I'm trying to unemploy a farmer to move a city from 29 production, 4 food per turn to 30 production, 1 food. But when I exit the city management screen, the governor moves the unemployed citizen back to the farm. The city is set to production focus, and it's building a factory. Why does that happen? Can Info something to stop it and get the citizen management I want?

Make certain you have manual specialist management turned on?

Chamale
Jul 11, 2010

I'm helping!



TooMuchAbstraction posted:

Make certain you have manual specialist management turned on?

I do, doesn't help.

Fister Roboto
Feb 21, 2008

Panzeh posted:

I don't know, I can stop at Civ 5(and Civ BE) just not being well designed games, and the expansions are just polishing a turd. Highly doubt it's some kind of conspiracy to sell expansions.

Why does it have to be a conspiracy?

Chamale
Jul 11, 2010

I'm helping!



I wound up being 7 production short of getting Volunteer Army in 1605 AD, which I think would have been a new record for me. Volunteer Army is too powerful and I think it should be nerfed, I always end up getting it and immediately destroying one of my neighbours because my Foreign Legions fight their Musketmen.

Platystemon
Feb 13, 2012

BREADS

Chamale posted:

I'm having a problem. I'm trying to unemploy a farmer to move a city from 29 production, 4 food per turn to 30 production, 1 food. But when I exit the city management screen, the governor moves the unemployed citizen back to the farm. The city is set to production focus, and it's building a factory. Why does that happen? Can I do something to stop it and get the citizen management I want?

You probably had another city borrow one of the problem city’s tiles. When that happens you aren’t allowed to lock down a new tile. The solution is to reset all tiles and lock them down again.

In the future, when you want to borrow a tile that is locked‐down in another city, go to the city that’s currently using the tile and un‐assign it before assigning it in the other city.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Chamale posted:

I'm having a problem. I'm trying to unemploy a farmer to move a city from 29 production, 4 food per turn to 30 production, 1 food. But when I exit the city management screen, the governor moves the unemployed citizen back to the farm. The city is set to production focus, and it's building a factory. Why does that happen? Can I do something to stop it and get the citizen management I want?

The problem was that the production governor was disagreeing with your decision (probably because it was causing the city to starve) and so it was reallocating citizens once you left the screen. This is normal behavior. The solution is to turn on manual citizen control, and do the whole thing by hand.

Chamale
Jul 11, 2010

I'm helping!



Platystemon posted:

You probably had another city borrow one of the problem city’s tiles. When that happens you aren’t allowed to lock down a new tile. The solution is to reset all tiles and lock them down again.

In the future, when you want to borrow a tile that is locked‐down in another city, go to the city that’s currently using the tile and un‐assign it before assigning it in the other city.

There were no tiles in that city worked by any other cities.

Kaal posted:

The problem was that the production governor was disagreeing with your decision (probably because it was causing the city to starve) and so it was reallocating citizens once you left the screen. This is normal behavior. The solution is to turn on manual citizen control, and do the whole thing by hand.

I did turn on manual citizen control, the governor was disagreeing anyway. I tried an arrangement that led to the city starving (slightly), and it would get changed. I tried an arrangement that led to the city having +1.8 food, and it would still change it to an arrangement with +4 food and less production.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
If you manually command half of the citizen tiles, then the governor will command the other half. If you manually command all of the citizen tiles, then the governor has nothing left to command. The governor doesn't kick in until after you've left the city screen, which is why it was seemingly unchangeable. My suggestion is to manually set all of the tiles you want worked, and then unemploy all the other tiles. If that doesn't work, then try clicking Avoid Growth for good measure. Otherwise, I don't know, your game is behaving abnormally.

Kaal fucked around with this message at 07:03 on May 19, 2015

Chamale
Jul 11, 2010

I'm helping!



Kaal posted:

If you manually command half of the citizen tiles, then the governor will command the other half. If you manually command all of the citizen tiles, then the governor has nothing left to command. The governor doesn't kick in until after you've left the city screen, which is why it was seemingly unchangeable.

Is there a way to lock unemployed citizens in place? I had manual specialist control on, I'd take people off the food tiles to become unemployed citizens, and then the governor would see the farms and put an unemployed citizen to work on the farm.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Chamale posted:

Is there a way to lock unemployed citizens in place? I had manual specialist control on, I'd take people off the food tiles to become unemployed citizens, and then the governor would see the farms and put an unemployed citizen to work on the farm.

They should just remain unemployed once they've been pulled. The AI governor will adjust to compensate if they think the tiles could be better used. I just went through and tested, and it's working perfectly normally for me - I can take any number of citizens off production and they'll remain there. I suggest reloading your save and trying it again.

Chamale
Jul 11, 2010

I'm helping!



Kaal posted:

They should just remain unemployed once they've been pulled. The AI governor will adjust to compensate if they think the tiles could be better used. I just went through and tested, and it's working perfectly normally for me - I can take any number of citizens off production and they'll remain there. I suggest reloading your save and trying it again.

It was a multiplayer game, so that's not an option. I didn't want to hold the other player up, so I just came here to whine afterwards.

We're getting crashes to desktop now. This has been a buggy session.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
Well that sucks all around. Better luck next time!

Phobophilia
Apr 26, 2008

by Hand Knit
As someone who micros his citizens like crazy, I often run into a bug where I can't assign citizens to tiles, and instead those citizens are completely auto. I run into it when an adjacent city kicks that first city's citizen off a tile.

The way I solve it is by clicking the city centre to reset all the citizens, and then reallocate them.

Chamale
Jul 11, 2010

I'm helping!



Phobophilia posted:

As someone who micros his citizens like crazy, I often run into a bug where I can't assign citizens to tiles, and instead those citizens are completely auto. I run into it when an adjacent city kicks that first city's citizen off a tile.

The way I solve it is by clicking the city centre to reset all the citizens, and then reallocate them.

That wasn't the issue this time, no other city was nearby. I'm not sure what it was this time, but my friend also had an issue where his Broadway should have had one turn left and instead took too. I'm not normally a micromanager, but I was trying to time my third Factory so I'd get a policy from culture at the same time, so I could have a very early Volunteer Army. Just didn't quite work out.

Does anyone else have a pet strategy that just works so well that they keep going back to it? Rushing an Ideology at the expense of everything else is just so worthwhile when it gives me 6 very high-tech units for free.

Phobophilia
Apr 26, 2008

by Hand Knit
I'm a huge fan of the frigate timing rush, if you can get a good stock of iron. Navigation has a single pre-requisite from Astronomy, so if you can time your Oxford to complete on the same turn, or just after you tech Astro, you can grab Nav as the free tech and go to town. If you build your galleasses beforehand, and have a good stockpile of gold (I think it's 120g/frigate), you can basically have zero lagtime between completion of the tech and killing someone.

I've done things like frigate rush off my third city, and decapitated people's coastal starts. Frigates are brokenly strong because they can only be effectively countered by frigates. They move ridiculously fast so they project power well (valuable on a strategic level), and always get the first strike against cities and land units (valuable on a tactical level).

Otherwise, having good mechanics is the most valuable strategy in this game. Be good at growing, expanding, improving tiles, connecting resources, etc. Civ factions, unlike Endless Legend factions, are more similar than they are different. I tend to play in a generic manner that is informed by the terrain, instead of relying on starting gimmicks.

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Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
I'm terrible at Civ V, anyone can recommend a good, instructive, youtube channel to get better at this game?

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