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I can view my desktop and stream games easily, it's just that it doesn't seem to use the touch interface with this game and I'd like it to
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# ? Apr 6, 2016 16:15 |
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# ? May 28, 2024 01:11 |
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Natural wonder on top of a resource tile, that's a new one on me: Explains why the mayans had a fleet of work boats.
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# ? Apr 8, 2016 11:43 |
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The Community Balance Mod seems pretty popular here. Has anyone used the NQ mod? It's more multiplayer geared but it seems to do a pretty good job, and the companion map mod is also pretty great.
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# ? Apr 8, 2016 22:28 |
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https://forums.somethingawful.com/showthread.php?threadid=3770533&userid=0&perpage=40&pagenumber=1 Just in case people like watching other people play Civ V, here's LP by post of a person playing Portugal (no mods)
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# ? Apr 8, 2016 23:24 |
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Xelkelvos posted:https://forums.somethingawful.com/showthread.php?threadid=3770533&userid=0&perpage=40&pagenumber=1 Note that this is actually a "thread votes for what I do" type of LP, so it might get weird.
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# ? Apr 9, 2016 08:49 |
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Zopotantor posted:Note that this is actually a "thread votes for what I do" type of LP, so it might get weird. I haven't gotten around to reading the whole thing, but the goonmind voted unmodded Piety for the opening policy, so yeah.
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# ? Apr 9, 2016 18:30 |
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I used to do no settler runs as the huns and one time I had an lp all ready to go but then BNW came out and screwed up my saves and strategies. I should look into doing that again.
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# ? Apr 9, 2016 19:26 |
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I'd really love a mod that shows you a sort of realistic view of your city. Kinda like Civ 3 but less bad
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# ? Apr 9, 2016 20:03 |
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Surprise Giraffe posted:I'd really love a mod that shows you a sort of realistic view of your city. Kinda like Civ 3 but less bad Civ 3 was almost there it was just really empty and needed to fill more space with civilian housing.
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# ? Apr 9, 2016 20:05 |
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Fintilgin posted:Civ 3 was almost there it was just really empty and needed to fill more space with civilian housing. Works great if your city is named Pyongyang
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# ? Apr 9, 2016 22:02 |
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Sanctum posted:Natural wonder on top of a resource tile, that's a new one on me: Holy poo poo, Spain.
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# ? Apr 10, 2016 04:31 |
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I tried assyria for the first time, they just look so unassuming on paper that I hadn't bothered. They never mention that the +15 XP library UB actually gives bonus XP to all gifted city-state units. That's actually really useful, especially when you start next to a militaristic city-state that gives english longbowmen. And I thought the siege tower would only give a bonus against cities to adjacent units, instead it gives it to all (land) units attacking the city even if it's a longbowman/artillery 3 tiles away. MMM Whatchya Say posted:I used to do no settler runs as the huns and one time I had an lp all ready to go but then BNW came out and screwed up my saves and strategies. I should look into doing that again. https://www.youtube.com/watch?v=fdr9rIqvcfU I thought after killing 2 civs off he'd run out of steam and have to work on eco and play a normal game but nope. Playing on marathon length is pretty critical to that strategy working I imagine. Have fun grinding the rest out on marathon.
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# ? Apr 10, 2016 07:51 |
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Started playing this again after nostalgia goggles wore off on Civ 4. Not experienced enough to know real poo poo but looking around for thematic setups that still seem decent. Decided to try an Aztec religion-focused domination game, since their stuff seems to go well with that sort of thing, using faith to recruit units. Spawned next to loving Uluru. This was a good idea.
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# ? Apr 15, 2016 08:08 |
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I don't normally use great generals to steal tiles from city-states - especially not during the ancient/classical era - but this was one satisfying grab. Already improved workable sheep + horse tiles and a new luxury, on top of being the perfect defensive citadel location to choke the aztecs on if they get any funny ideas. I really want to declare a defensive war just to get some XP and watch the aztec army get demolished, but I have no other contacts and I'm on deity so their 2 trade routes account for over 10% of my total science right now. And I got a luxury trade with them. Meanwhile I'm playing with a bunch of mods that turn raging barbs up to 11 and one AI has already lost their capital but somehow, unbelievably, one deity AI managed to build petra on turn 95 of an epic length game. In the midst of most AIs trading cities back and forth and getting all their poo poo pillaged. The AIs get a 60% bonus to barbs and 30 free XP on top of all their other poo poo, I don't feel bad for them. I had to struggle more than them to survive the first 50 turns.
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# ? Apr 18, 2016 08:48 |
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What happens when barbarians capture a capital city?
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# ? Apr 18, 2016 16:25 |
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MMM Whatchya Say posted:What happens when barbarians capture a capital city? If I remember right they take over the city just as if another civ had captured it. From there it just acts like a tougher barbarian camp with the option of annexing, puppeting, razing or liberating it once captured. Now that I think of it, I wonder what happens if barbarians capture ALL the capitals.
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# ? Apr 18, 2016 16:59 |
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Nova88 posted:Managed to get an updated GoonPack finally working. Uses the 3/18 version of the CBP. Hey Nova, thanks for doing some fixes and updating the modpack. Infoaddict at times caused me problems too so perhaps Global Relations will be more stable. I also considered dropping duplicate Civs to make the pack leaner, however I was playing some WW2 scenarios at the time and I enjoy some of the UAs so I kept them. A heads up about the Inuit civ (which you removed): It'll work if you use the mod I included in my original GoonPack. I had to do some bug-fixes that caused desyncs, but I successfully fixed it. This will apply to some other civs, which is why I did not always use the most recent version of many of the Civs. I brought the desync to the attention of the mod makers over a half year ago but they don't seem to care.
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# ? Apr 18, 2016 17:33 |
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Sanctum posted:on top of being the perfect defensive citadel location to choke the aztecs on if they get any funny ideas. Hahaha "if" he says
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# ? Apr 18, 2016 17:42 |
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MMM Whatchya Say posted:What happens when barbarians capture a capital city?
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# ? Apr 19, 2016 00:43 |
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Sanctum posted:I don't normally use great generals to steal tiles from city-states - especially not during the ancient/classical era - but this was one satisfying grab. Already improved workable sheep + horse tiles and a new luxury, on top of being the perfect defensive citadel location to choke the aztecs on if they get any funny ideas. The west bank... the gaza strip.
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# ? Apr 19, 2016 01:08 |
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Flagrant Abuse posted:I didn't think they could capture cities at all, don't they just get it to 0 health and then basically ransom it? Or did that change somewhere along the way? I've never been lax enough in barb-busting to see for myself. He is using barbarian mods, so he probably has one where they can capture cities. There was a barb mod I used to make them super strong, but it didn't work with CBP (and the AI really sucked at dealing with them). I still miss playing Terra maps and finding the other continent and having it full of barbarian cities (like in Civ4). Supposedly Civ 6 is coming out this year, so we'll see how badly they ruin the vanilla experience and then fix it 2 expansions in.
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# ? Apr 19, 2016 02:44 |
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Here's my current defensive situation. I'm playing on small continents and we've got a sort of north/south America thing going on, I think this was generated as two landmasses but sea level was too low or something to split them. That isthmus is the only connection between the two lands, with Spain and India on the south and America, Ethiopia, the Huns, and Portugal on the north (I don't play city-states). I'm playing a Washington themed game, going isolationist. I tried to intervene on Ethiopia's behalf against Attila which ended predictably, but when Spain invaded from the south we held them off at that isthmus until they gave up. I'm gonna stick a citadel where that fort is eventually and I've got warships on reserve to come in and keep people from going around it. It'll be tough to get past the archers but once I have artillery to stick there I can't imagine even a massive army breaking through that point. As much as I miss some elements of Civ 4, the new combat system was a godsend. Wars feel like wars, with fronts and strategic considerations and terrain, instead of just bashing giant stacks of units together until somebody nukes them. It's too bad the AI isn't really smart enough to take advantage. Also, is there some kind of military respect aspect to character opinions? After I tried to fight Attila he started calling me constantly to talk poo poo about my economy and call my dog gay, but then once I ramped up my military against Spain suddenly he wants to be my friend. Now I've got enough of an economy for a big standing army and I'm turning the desert between him and me into fortified no-man's-land for when he inevitably turns on me again.
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# ? Apr 19, 2016 03:49 |
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quote:Also, is there some kind of military respect aspect to character opinions? Yes. If you maintain too little of an army, even the most peaceful will start being asses and eventually try to take advantage.
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# ? Apr 19, 2016 03:54 |
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If you can't hold a chokepoint then I don't even know what to tell you. Chokepoints render vs AI combat way too easy.
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# ? Apr 19, 2016 05:32 |
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Why isn't that fort on the actual chokepoint?
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# ? Apr 19, 2016 06:01 |
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With the Goon pack, is this thing supposed to happen, where a City State doesn't get founded, but instead stays a Settler? Because that Settler is Hong Kong.
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# ? Apr 19, 2016 20:30 |
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berryjon posted:With the Goon pack, is this thing supposed to happen, where a City State doesn't get founded, but instead stays a Settler? If there's too many civs/city States for the map that happens.
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# ? Apr 19, 2016 20:42 |
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uPen posted:If there's too many civs/city States for the map that happens. Nope, Small Map with 6 Civs and 8 CS's, so that shouldn't have been a problem. Maybe the AI saw all the arctic around its starting point, and it went looking for a better spot?
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# ? Apr 19, 2016 21:06 |
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It's a bug that can happen in stock civ iirc.
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# ? Apr 19, 2016 21:32 |
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Eh, it happened. Got a free worker out of it, so I think it was a win-win deal.
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# ? Apr 19, 2016 21:56 |
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berryjon posted:Eh, it happened. Got a free worker out of it, so I think it was a win-win deal. City-states can provide many free workers!
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# ? Apr 19, 2016 21:57 |
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Nova88 posted:Managed to get an updated GoonPack finally working. Uses the 3/18 version of the CBP. Download link for this is dead, anyone got another? Alternatively, what mods are worth looking into for someone that has only played vanilla but is more interested in bugfixes and minor tweaks than major reworks (AI improvements in particular would be cool).
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# ? Apr 22, 2016 00:34 |
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Machado de Assis posted:Download link for this is dead, anyone got another? Alternatively, what mods are worth looking into for someone that has only played vanilla but is more interested in bugfixes and minor tweaks than major reworks (AI improvements in particular would be cool). For non-gameplay-altering mods, the Enhanced User Interface and Community Patch are both reasonable. Beware, though, that EUI is a really large change to the basic game view which will break when combined with some other mods and has to be manually installed rather than working through the game's built-in mod system, and while the Community Patch proper only has small changes you have to be careful not to also install the Community Balance Patch which overhauls the entire game. Really Advanced Setup gives you more options when setting up your game, like giving everyone a Lake Victoria near their capital or making sure Rome starts with a source of Iron so it can use its unique swordsman. There are a few large-scale balance mods whose primary goal is to keep the game mostly the same but improve diversity. NQMod is primarily focused on the multiplayer "No Quitters" community, and has some fairly hefty changes in some of the policy trees, while Acken's Minimalistic Balance Mod is designed for singleplayer and generally more faithful to the original game, as well as notably altering the AI. There's also a few mods I like which extend parts of the base game: More Luxuries does exactly what you think it does, as well as altering the luxury generation code a bit (note that this will break some mapscripts); More Great Works and Krazjen's Writer, Artist, and Musician packs are good if you want play extremely large games without running out of Great Works or you just want some extra variety on them. 3rd Unique Component and 4th Unique Component give each Civilization an additional two unique components, though any mod civ will still have just their base two. There's mods which add or alter fairly independent subsystems to the game: Events and Decisions gives you a set of "decisions" like "Hire a Great Person" or "Fund the Louisiana Purchase" (an America-specific decision) that give you bonuses if you can pay their costs; it also has a huge degree of compatibility support among mod civ makers. City-State Diplomacy replaces the city-state gold gift system with a series of diplomatic units that you build and then send to the city, as well as altering or adding a number of World Congress resolutions. Glidergun fucked around with this message at 03:10 on Apr 22, 2016 |
# ? Apr 22, 2016 03:06 |
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TooMuchAbstraction posted:City-states can provide many free workers! A free worker on turn 3 is worth a hell of a lot more than 2 free workers 30 and 50 turns later.
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# ? Apr 22, 2016 08:17 |
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Chamale posted:A free worker on turn 3 is worth a hell of a lot more than 2 free workers 30 and 50 turns later. Nothing wrong with getting all three of these.
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# ? Apr 22, 2016 11:40 |
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Chamale posted:A free worker on turn 3 is worth a hell of a lot more than 2 free workers 30 and 50 turns later. Not really. Without any techs you can only build farms. Admittedly that isn't nothing, but since you have to pay the cost of maintenance for the unit so early I'd hardly say that is worth "a hell of a lot more."
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# ? Apr 22, 2016 13:34 |
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Steal worker, sell worker.
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# ? Apr 22, 2016 14:30 |
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Dragonrah posted:Not really. Without any techs you can only build farms. Admittedly that isn't nothing, but since you have to pay the cost of maintenance for the unit so early I'd hardly say that is worth "a hell of a lot more." You're probably going to want a couple farms, and by the time those are done you'll have mining or husbandry.
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# ? Apr 22, 2016 14:39 |
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Gabriel Pope posted:You're probably going to want a couple farms, and by the time those are done you'll have mining or husbandry. Yeah. What that screenshot didn't show was the two gold and 1 jade within 2 hexes of my capitol, with another gold 3 hexes out. Two farms, then mining came up, and I was swimming in money.
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# ? Apr 22, 2016 17:32 |
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# ? May 28, 2024 01:11 |
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How do you win a culture victory? I've producing over 300 tourism a turn in 1700 and my influence is still falling with this civ. (I'd post a screenshot but for some reason print screen isn't working). I can win any other kind of victory but I've never even come close to a culture win. While I'm asking for advice - is there a way to play that doesn't devolve into having to wipe out half the world just to get them to stop attacking me? I usually end up with at least half the world as puppets just because the idiots won't stop attacking and won't make peace even when I consistently crush their attacks.
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# ? Apr 23, 2016 19:55 |