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Elias_Maluco
Aug 23, 2007
I need to sleep
I'm surprised because I never even knew that it was supposed to make any sense

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Microplastics
Jul 6, 2007

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

Chamale posted:

It felt like cheap bullshit. You'd find a Japanese artifact from a battle in 2800 BC when you knew for a fact that Japan hadn't discovered the continent at that point and there was no battle there.

It's even more blatant than that, sometimes. I'll find ruins of a city that still exists, or that was razed by a city state half way across the world. Some of the artifacts are 'genuine', but the fake ones really spoil the story-telling of the game.

Tendales
Mar 9, 2012
I'm watching CaptainFargle play an MP game of 5 on stream, and goddamn 6 had better have a functioning pitboss mode at launch.

Hell, there's no reason to have any mode BESIDES pitboss, other than your engine being so lovely that you can't run a server and play the game at the same time. If everyone's logged in at the same time, pitboss functions identically to a live game, but without a single person's net hiccups loving the game up for everyone.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

JeremoudCorbynejad posted:

I know this is a minor thing but I hope the antiquity sites aren't made-up bullshit this time around. I've been playing Civ 5 again and it bothers me that I'm finding stuff from historical events that never happened (and I know they didn't because I was there!), especially given they sold the feature on the premise that the early game would show up again in the late game in the form of artifacts you can go around collecting.

That being said I really loving like the archaeology mini-game and I can't wait to see what they've done for it in Civ 6. There was the most fleeting of glimpses of the artifact screen in one of the videos but as far as I know, not yet many details of how the tourism / culture victory has been revamped:


Absolutely! And I can't understand why they made 5's artefacts so dull. Real life archaeologists "retrieve" things like tutankhamun's treasures or Winged Victory but in 5 they only ever seem to find broken pottery and arrow heads...
(But yeah, a great system overall.)

Incidentally, has anyone got a grasp of how this new amenities and housing system is meant to work? I'm very happy to see a return of a more complicated and crunchy population model, and i would Like To Know More.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
They seem like caps on tourism and population? Like you can only host as many tourists and people as you have places to put them.

Gort
Aug 18, 2003

Good day what ho cup of tea

Tree Bucket posted:

Absolutely! And I can't understand why they made 5's artefacts so dull. Real life archaeologists "retrieve" things like tutankhamun's treasures or Winged Victory but in 5 they only ever seem to find broken pottery and arrow heads...
(But yeah, a great system overall.)

Incidentally, has anyone got a grasp of how this new amenities and housing system is meant to work? I'm very happy to see a return of a more complicated and crunchy population model, and i would Like To Know More.

You get more special stuff from the hidden antiquity sites.

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

Gort posted:

You get more special stuff from the hidden antiquity sites.

Yeah you can get chariots and boats and masks and stuff like that, there's a decent pool of artifacts available. I mean, you could make it more in-depth (stuff like real world famous artifacts occasionally showing up with some higher culture/tourism/gold bonuses attached to them, diplomatic incidents where a civ wants another civ to return their artifacts, etc) but at that point you're kind of making a museum management game rather than a smaller museum artifacts system inside another game.

I'd totally play a museum manager game, though. Are there any museum manager games?

Gort
Aug 18, 2003

Good day what ho cup of tea

Red Bones posted:

(stuff like real world famous artifacts occasionally showing up with some higher culture/tourism/gold bonuses attached to them, diplomatic incidents where a civ wants another civ to return their artifacts, etc)

These real world famous artifacts can be found in hidden sites and you can blow them for higher bonuses than normal:

Bakshali Manuscript
Book of Kells
Code of Hammurabi
Codex Borgia
Codex Perez
Dead Sea Scrolls
Epic of Gilgamesh
Jushichijo Kempo
Kedukan Bukin Stone
Linear B Shards
Mawangdui Silk Texts
Nag Hammadi
Papyrus of Ani
Roak Runestone
Rosetta Stone

You'll also get diplomatic incidents happening if you dig in another Civ's borders.

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

Gort posted:

These real world famous artifacts can be found in hidden sites and you can blow them for higher bonuses than normal:

Bakshali Manuscript
Book of Kells
Code of Hammurabi
Codex Borgia
Codex Perez
Dead Sea Scrolls
Epic of Gilgamesh
Jushichijo Kempo
Kedukan Bukin Stone
Linear B Shards
Mawangdui Silk Texts
Nag Hammadi
Papyrus of Ani
Roak Runestone
Rosetta Stone

You'll also get diplomatic incidents happening if you dig in another Civ's borders.

Oh neat, I didn't know they were on the list. I know about the digging in another Civ's borders, but irl you have some stuff like the continuous requests for Germany to return the bust of Cleopatra to Egypt, or the Elgin marbles being in the British Museum despite all the times the Greeks have asked to have them back. I do really like the artifact/great work system for culture in Civ 5 overall, and I'm hopeful that having it in place in the base game in Civ 6 will make it a little better integrated with the rest of the game's systems this time around - stuff like artefact/great work trading having a separate interface than all the other inter-civ trading always felt like something that was only in place for coding reasons rather than being particularly good design.

Jump King
Aug 10, 2011

Gort posted:

These real world famous artifacts can be found in hidden sites and you can blow them for higher bonuses than normal:

Bakshali Manuscript
Book of Kells
Code of Hammurabi
Codex Borgia
Codex Perez
Dead Sea Scrolls
Epic of Gilgamesh
Jushichijo Kempo
Kedukan Bukin Stone
Linear B Shards
Mawangdui Silk Texts
Nag Hammadi
Papyrus of Ani
Roak Runestone
Rosetta Stone

You'll also get diplomatic incidents happening if you dig in another Civ's borders.

Its kind of a shame they've locked all this stuff behind a policy tree most people aren't going to fill out near the end of game, that still doesn't guarantee you'll come across it.

Davincie
Jul 7, 2008

i know i've done a fair amount of games with the archeology social policy unlocked, but man i do not remember ever getting one of those special artifacts

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

MMM Whatchya Say posted:

Its kind of a shame they've locked all this stuff behind a policy tree most people aren't going to fill out near the end of game, that still doesn't guarantee you'll come across it.

There's very little incentive to do the amount of archaeology that would lead you to find the really rare artifacts, in my experience - Civ 5 incentivises playing tall, which means you won't have many museums to put the stuff in, and you won't have many workable tiles that will potentially have dig sites on them. Archeologists take time to build (and you can't buy them for some arbitrary reason) and then they have to spend several turns digging too so it's really only worthwhile to do it for a little bit to fill slots in your 4/5 museums and to get the combo bonus in the Louvre.

Grapplejack
Nov 27, 2007

It might be because of how they implemented theming bonuses, why you find random nonsense buried around. I'm not sure why they wouldn't just pick a couple of the nearby city states or just barbarians though.

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Man, maximizing theming bonuses was busywork that the AI couldn't even do, I hope that they do something better in VI

Xelkelvos
Dec 19, 2012

Davincie posted:

i know i've done a fair amount of games with the archeology social policy unlocked, but man i do not remember ever getting one of those special artifacts

It's under the Exploration tree which is why. It's one of the worst trees so there's no point getting them usually. CBP changed it to Aesthetics iirc

Byzantine
Sep 1, 2007
Probation
Can't post for 42 hours!
Exploration was nice for Byz, but going Byzantium-Piety-Exploration was like chopping your own feet off.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Davincie posted:

i know i've done a fair amount of games with the archeology social policy unlocked, but man i do not remember ever getting one of those special artifacts

They weren't in at BNW's launch, it was one of the last things they patched in before they stopped updating.

Gort
Aug 18, 2003

Good day what ho cup of tea

Red Bones posted:

There's very little incentive to do the amount of archaeology that would lead you to find the really rare artifacts, in my experience - Civ 5 incentivises playing tall, which means you won't have many museums to put the stuff in, and you won't have many workable tiles that will potentially have dig sites on them. Archeologists take time to build (and you can't buy them for some arbitrary reason) and then they have to spend several turns digging too so it's really only worthwhile to do it for a little bit to fill slots in your 4/5 museums and to get the combo bonus in the Louvre.

Well, archaeology doesn't incentivise playing tall. There's a hard cap on the number of artifact slots you can get with just four cities, and the larger your territory the more uncontested dig sites you have access to.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Well you're both right, Civ 5 incentivises playing tall and that in turn incentivises ignoring (or at least de-prioritising) archaeology.

Speaking of playing tall and incentives, the CBP mod uses monopolies as a wonderfully neat way of incentivising wide play: you can get some very powerful bonuses from having a monopoly, such as 20% extra growth in all cities just for having more than 50% of all the sugar plantations. There are a few different such bonuses and it's far more fun than just "can I afford another city y/n" because you have to look around for where you can settle to get these monopolies.

I can't recommend it enough. There's a changelog for the CBP here: https://docs.google.com/document/d/1LpMswoeLDnAi6Zaqemyhjr2g1xaBPMTc6sXmKU8ERlg/edit and it's also worth checking out the feature list for the city-state diplomacy mod it incorporates here: http://forums.civfanatics.com/showthread.php?t=392543

Rexides
Jul 25, 2011

It's amazing, but it crashes too much on my PC to be playable... It's a shame, because I really like the ideas it introduces, and I especially love all the unique terrain improvements it gives to many civs.

Jastiger
Oct 11, 2008

by FactsAreUseless
I've considered the CBP but always get mired in all the intricacies. Is every civ different? Does it absolutely change the game completely? Does it make some civs super OP and others not so much? What is the main thrust in the change?

Xelkelvos
Dec 19, 2012

Jastiger posted:

I've considered the CBP but always get mired in all the intricacies. Is every civ different? Does it absolutely change the game completely? Does it make some civs super OP and others not so much? What is the main thrust in the change?
CPB stands for "Community Balance Patch" and the main thrust is that it balances the Civs. Some Civs remain the same while others are boosted to be on par with the other, more powerful ones. Additionally, instead of some Civs getting two UUs and no UBs or two UBs and no UUs, each Civ gets one of each. Period. The UAs have also been altered or improved to be much more useful or less overtly powerful. Some, like the Maya and Poland (who have the best UAs in the game) keep their UAs unchanged. Others have theirs altered or revamped. Ex: The Aztecs don't gain culture from killing units. Instead, they gain Faith and Culture. Additionally, they enter a Golden Age from achieving a favorable Peace Treaty. Another example is Byzantium. Normally, they get an extra Belief. That's it. In CBP, they're Always eligible to found a Religion and can choose Beliefs that are already taken in addition to their previous ability. Then there's ones like Spain whose ability was super narrow in that it largely depended on Natural Wonders. In CBP: "Religions cannot spread to owned Cities or allied City-States with your majority or founded Religion. Gaining or founding cities after your capital generates faith and food and converts them to your religion."

All of the policy trees are changed as are some of the techs. The entire tech tree has also been reworked to be more interlocking. All of the religious Beliefs have also been rebalanced such that each are more equally useful or have a parallel belief that's equally situationally useful. Unit upgrades have also been changed as well as unit trees which have either been added wholesale or expanded such as the Scout now eventually upgrading into the Paratrooper and the X-Com Squad or the Chariot Archer actually having an complete ranged mounted unit path.

StashAugustine
Mar 24, 2013

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

How much does it change the core gameplay, I seem to remember a revamped happiness system?

Jastiger
Oct 11, 2008

by FactsAreUseless
Sounds like i should download it then, eh? It seems to add a lot of detail. Is it actually more balanced or just more detailed with more stuff to keep track of?

I didnt know thr Maya were so powerful. What makes them so great, i thiught it was under whelming?

Panzeh
Nov 27, 2006

"..The high ground"

StashAugustine posted:

How much does it change the core gameplay, I seem to remember a revamped happiness system?

They revamped happiness and upped tile yields considerably. This makes the game even easier than it was because this is something the human player tends to leverage better.

The Human Crouton
Sep 20, 2002

Jastiger posted:

I didnt know thr Maya were so powerful. What makes them so great, i thiught it was under whelming?

The pyramid UB giving +2 science and faith makes city spamming and getting a religion pretty easy. You can also choose messenger of the gods to give an additional +2 science per city. The UA can also get you a second prophet and let you enhance quickly.

The Human Crouton fucked around with this message at 02:50 on Jul 25, 2016

Aerdan
Apr 14, 2012

Not Dennis NEDry
Be aware that, because CBP includes DLLs, it is unfortunately Windows-only.

Baronjutter
Dec 31, 2007

"Tiny Trains"

So brave new world is on sale and I finally got it and wanted to ask some civ 5 questions but can't seem to find the old thread. Mostly I just wanted to ask if there's any must-have mods, or just generally cool ones? In Civ4 I couldn't imagine playing without some of the cooler mod packages that added all sorts of entirely new mechanics to the game, and the fantasy total conversion was cool too.

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

Baronjutter posted:

So brave new world is on sale and I finally got it and wanted to ask some civ 5 questions but can't seem to find the old thread. Mostly I just wanted to ask if there's any must-have mods, or just generally cool ones? In Civ4 I couldn't imagine playing without some of the cooler mod packages that added all sorts of entirely new mechanics to the game, and the fantasy total conversion was cool too.

Can't comment on mods, but the Civ5 thread is here.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
There are no essential mods, the game is fun and playable as-is. There are some pretty good ones, though.

In terms of big mods, No Quitters and the Community Balance Patch are the two big ones right now. NQMod is focused on multiplayer. It basically just changes balance, making the social trees all equally good, improving the crap civs and nerfing the OP ones, and removing things the mod creators consider unbalanced (like Venice, or the first of the two types of nuke). I can't go back to vanilla multiplayer. I've never tried it singleplayer; I guess it would make it a bit harder, since the AIs won't kneecap themselves by opening with Piety or whatever.

The CBP has been discussed over the past couple pages, which is good because I've never tried it. As far as I can tell it's focused on the simulation/roleplaying aspects of the game, as opposed to NQ's pure boardgame balance focus. It changes a lot of the mechanics fundamentally.

IMO the only mod to balance the civs perfectly is Goldprime++

Kalko
Oct 9, 2004

I've been playing the CBP recently and it's definitely a fresh take on the game but I'm losing interest pretty quick after realizing how it's 'meant' to be played. Maybe others with more time invested can correct me, but it seems like it's designed so that you have to build every building in every city. You can't choose to specialize cities anymore because every city needs to produce lots of culture or science or gold (well not so much gold since it rains down upon you) or you rapidly fall behind.

The national wonders seem to have all of their %-based yields replaced with much smaller ones that only happen during golden ages (I assume to prevent specialization or help wide empires), and since gold is so easy to accumulate you need to be pumping it into your cities to increase your building speed or just outright buy units. Also, food is extremely abundant so every city can more or less support a huge number of specialists, which hurts specialization again because you don't really need to decide if you want a science or culture city because you can have them both at the same time.

If I had to sum it up I'd say every system in the game has been normalized so much that no decision you make feels very meaningful. There's a lot more work to do each turn but it's mostly busy work. Don't get me wrong, I'm well and truly tired of BNW, but CBP isn't going to prolong the Civ 5 experience for me much longer (which is fine, I have plenty of other things to play!)

Also I hate how every civ keeps spamming me with requests to buy my cities every turn. I'm never going to accept those offers!

Microplastics
Jul 6, 2007

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

Kalko posted:

I've been playing the CBP recently and it's definitely a fresh take on the game but I'm losing interest pretty quick after realizing how it's 'meant' to be played. Maybe others with more time invested can correct me, but it seems like it's designed so that you have to build every building in every city. You can't choose to specialize cities anymore because every city needs to produce lots of culture or science or gold (well not so much gold since it rains down upon you) or you rapidly fall behind.

I've only played one full game of CBP but this does seem to be a bit of a problem - mostly because a city which specialises generates unhappiness from the things it's not specialising in. If you build all the culture buildings but no science buildings, your city generates unhappiness from illiteracy (more accurately, below-average literacy when compared across your empire).

But maybe that's because I'm not managing happiness very well - maybe I need to be better at securing resources so that I don't have to spend so much gold and production 'balancing' the happiness needs of all my cities. I don't really know yet.

I've started a second game with a view to a culture victory (since I haven't fully explored how that's been changed in CBP yet) - and I've managed to grab a load of happiness from a religion so I suddenly feel free to neglect buildings. It's early days though.

Either way, the novelty of it makes it very enjoyable for me at the moment.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Also whoever said Montezuma has the best hat is incorrect.

Xelkelvos
Dec 19, 2012

Panzeh posted:

They revamped happiness and upped tile yields considerably. This makes the game even easier than it was because this is something the human player tends to leverage better.

They do also have AI fixes which can make them a bit more threatening/annoying since you can't leverage their lovely policy picks against them for example and their resource management is a little better.

Kalko posted:

I've been playing the CBP recently and it's definitely a fresh take on the game but I'm losing interest pretty quick after realizing how it's 'meant' to be played. Maybe others with more time invested can correct me, but it seems like it's designed so that you have to build every building in every city. You can't choose to specialize cities anymore because every city needs to produce lots of culture or science or gold (well not so much gold since it rains down upon you) or you rapidly fall behind.

The national wonders seem to have all of their %-based yields replaced with much smaller ones that only happen during golden ages (I assume to prevent specialization or help wide empires), and since gold is so easy to accumulate you need to be pumping it into your cities to increase your building speed or just outright buy units. Also, food is extremely abundant so every city can more or less support a huge number of specialists, which hurts specialization again because you don't really need to decide if you want a science or culture city because you can have them both at the same time.

If I had to sum it up I'd say every system in the game has been normalized so much that no decision you make feels very meaningful. There's a lot more work to do each turn but it's mostly busy work. Don't get me wrong, I'm well and truly tired of BNW, but CBP isn't going to prolong the Civ 5 experience for me much longer (which is fine, I have plenty of other things to play!)

Also I hate how every civ keeps spamming me with requests to buy my cities every turn. I'm never going to accept those offers!

There was never a reason to specialize individual cities in Civ V afaict though. The only difference in buildings was more a matter of when something was built, not if (barring gold upkeep).

Kalko
Oct 9, 2004

I recall a lot of domination games where I never went past Amphitheaters/Opera Houses in most cities, and I rarely ever build Windmills. There are a few late game buildings like Hospitals and Medical labs which don't get built everywhere, and of course if you're not winning with Tourism you won't build a Hotel (though you'll probably have a few Airports).

Granted, science buildings have to be built everywhere, but you generally had a GP farm city, a production city, and a science city (maybe two of some). My issue with the CBP and specialization is that every city can get roughly the same amount of production, culture, gold, science, and food largely independent of their geography, which is great in some ways but it means most of your cities are the same as all of your other cities.

I just find it to be pretty bland. Also they added a lot more buildings and most have a fairly minimal individual impact so looking at a list and deciding what to build is not very interesting, you're just ticking things off according to a vague mental priority list.

As JeremoudCorbynejad mentioned though, the novelty factor is quite high and it definitely sucked me in for my first few attempts.

Zulily Zoetrope
Jun 1, 2011

Muldoon
I'm playin a game of the board game Civilization with some friends later. Does anyone have any good playlists of ambient and Civvy music that would go well with it? We've already done Civ soundtracks, obviously.

Lord Hypnostache
Nov 6, 2009

OATHBREAKER

Kajeesus posted:

I'm playin a game of the board game Civilization with some friends later. Does anyone have any good playlists of ambient and Civvy music that would go well with it? We've already done Civ soundtracks, obviously.

If you've already done Civ soundtracks, how about other stuff done by Civ composers? Can't go wrong with Christopher Tin's Calling All Dawns album.

Rexides
Jul 25, 2011

It's great that the district system is promoting city specialization (or so it seems to me). I wish that in Civ 7 they will just get rid of buildings "inside" a city (basically a list of things that are bunched together in a tile), and move more to dynamic districts that evolve over time.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Getting back into V I'm now remembering why I didn't like it as much: so much empty map space. The game seems to really steer you towards building tall, only having 4-5 cities and then never expanding because of various systems punishing you. I miss the frantic land grabs and painting the map your colour. Conquest and expansion seem really punished in the game and you seem to have to pick 1 or 2 victory paths and then stick to your strategy a whole game, rather than playing more organically. Are there any civ 5 mods that make it so expansion isn't so dissuaded by the mechanics?

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Microplastics
Jul 6, 2007

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

Baronjutter posted:

Are there any civ 5 mods that make it so expansion isn't so dissuaded by the mechanics?

The CBP makes wide play much more competitive.

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