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Jastiger
Oct 11, 2008

by FactsAreUseless

JeremoudCorbynejad posted:

I definitely liberated a city state in one of my CPB games. Might be a temperamental thing.

I think its because the civ had captured it, then i took his original capital, then they made the city state his capital and now i can't liberate it.

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Dr. Video Games 0031
Jul 17, 2004


Note that this is a good five months out of date.

DTaeKim
Aug 16, 2009

This is the most current version of Vox Populi I believe.

http://forums.civfanatics.com/showthread.php?t=528034

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Yeah, now that I'm playing the current Vox Populi build and poo poo is installed correctly, I'm really digging the changes. I've played a few short practice games to learn the early game ropes. It definitely pays to not over specialize, especially early on. You will tank your economy. Pop growth isn't necessarily king any longer as it doesn't contribute directly to your per turn science and causes more issues for you to have to solve, leading to rising maintenance costs from roads, buildings and nits to keep your populace from being unhappy. However, I rode that edge anyway to set this up...

My current game, I chose Assyria and started boxed in by three civs and three city-states. After a rough start, I've got barracks, forges and walls in my four cities, heroic epic in my capital for elite melee troops, four catapults online, elite swordsmen and veteran spearmen crawling to the front where the opposition has spearmen at best. My horde of archers is about to enter production. I think I'm going to hit the Maya first. They have the Great Wall and two cities, but small territory. Then it's a toss up between six city France or five city I don't remember. Sad I had to save and go do stuff.

Gort
Aug 18, 2003

Good day what ho cup of tea
one of us

one of us

one of us

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

I tried following the instructions in this link but applied to the up-to-date patch (move the vox populi MP folder into DLC) and the flavor text for every civ's UA is CPB so I'm assuming this method works with this version.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Man, FML. The Maya pulled equal tier units out of their rear end after a few turns and it took forever to grind their units down since they had the Great Wall. about the time I finally had Palanque low enough to start getting excited (motherfucker had 54 strength city against my CATAPULTS) Napoleon declared war with his massive hordes. I tried to hold on long enough and take Palanque before turning to fend off the French, but I ended up having to peace out with the Maya right on the cusp of victory because Napoleon decided to roll up behind my siege lines. Delaying my defense like that cost me one of my four cities, and I've been in a constant bloodwar with France ever since. It's been about 1500 years since they declared on me. I now have cannon, tercios, musketmen and cuirassiers while the best the Corsican Artillery nerd has is musketeers and worse. I'm turning this around. Soon I will reclaim my territory. Then, I shall humble the Lion of [s]Nipples[/] Naples.

It's pretty rough going since I've got three cities and France has ten or so, but new units are turning the tide quickly. I'm rushing to riflemen, counting on the blood of frogs to fuel my research. The best part is that I currently pump out units with a bonus 25 xp thanks to the Royal Library. (+5 xp per every great work of writing you own up to 45 xp when you build units anywhere)

Currently pumping units out with 55 xp (two training buildings and religious orders for 30 xp + 25 xp for the Royal Library) I have a few great writers ready to pop and plenty of slots for their stuff.

E: aaaaaand Windows 10 crashed the game because it just HAD to reboot to do an update it never informed me about. Now my save is borked. :/ Ah well, on to the next game!

Pvt.Scott fucked around with this message at 01:45 on Aug 18, 2016

Jastiger
Oct 11, 2008

by FactsAreUseless
Am I supposed to have my units take 5 dmg in enemy territory no matter what? Do Kasbah's count as citadels in CPB?

Glidergun
Mar 4, 2007

Jastiger posted:

Am I supposed to have my units take 5 dmg in enemy territory no matter what? Do Kasbah's count as citadels in CPB?

Encampments do this - are you invading the Shoshone, or territory that used to belong to the Shoshone?

Gort
Aug 18, 2003

Good day what ho cup of tea

Pvt.Scott posted:

Man, FML. The Maya pulled equal tier units out of their rear end after a few turns and it took forever to grind their units down since they had the Great Wall. about the time I finally had Palanque low enough to start getting excited (motherfucker had 54 strength city against my CATAPULTS) Napoleon declared war with his massive hordes. I tried to hold on long enough and take Palanque before turning to fend off the French, but I ended up having to peace out with the Maya right on the cusp of victory because Napoleon decided to roll up behind my siege lines. Delaying my defense like that cost me one of my four cities, and I've been in a constant bloodwar with France ever since. It's been about 1500 years since they declared on me. I now have cannon, tercios, musketmen and cuirassiers while the best the Corsican Artillery nerd has is musketeers and worse. I'm turning this around. Soon I will reclaim my territory. Then, I shall humble the Lion of [s]Nipples[/] Naples.

It's pretty rough going since I've got three cities and France has ten or so, but new units are turning the tide quickly. I'm rushing to riflemen, counting on the blood of frogs to fuel my research. The best part is that I currently pump out units with a bonus 25 xp thanks to the Royal Library. (+5 xp per every great work of writing you own up to 45 xp when you build units anywhere)

Currently pumping units out with 55 xp (two training buildings and religious orders for 30 xp + 25 xp for the Royal Library) I have a few great writers ready to pop and plenty of slots for their stuff.

E: aaaaaand Windows 10 crashed the game because it just HAD to reboot to do an update it never informed me about. Now my save is borked. :/ Ah well, on to the next game!

Autosaves?

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Professional tip: set the auto-save frequency to 1 turn and you'll never need to worry ever again. It basically has no performance impact to save the game every turn anyway.

Maguoob
Dec 26, 2012
I just had the weirdest bug in CBP. Hit next turn and then all of a sudden all of my cities started starving. This wasn't crippling unhappiness starving; this was far worse. Somehow all my food tiles switched from positive to negative, so instead of a farm giving +food it took it away. My capital was the hardest hit since 5 trade routes at 12 food each meant it was losing over 100 food per turn when counting the city yields.

Hardcordion
Feb 5, 2008

BARK BARK BARK

Maguoob posted:

I just had the weirdest bug in CBP. Hit next turn and then all of a sudden all of my cities started starving. This wasn't crippling unhappiness starving; this was far worse. Somehow all my food tiles switched from positive to negative, so instead of a farm giving +food it took it away. My capital was the hardest hit since 5 trade routes at 12 food each meant it was losing over 100 food per turn when counting the city yields.

Nah, you just triggered the attack of the killer tomatoes event.

Hardcordion fucked around with this message at 14:30 on Aug 18, 2016

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Gort posted:

Autosaves?

Eh, I learned enough from that game.

Vox Populi Indonesia is baller as gently caress, by the way. Each city you plop down spawns one of their three rare resources, either on the city tile or on an open adjacent tile. Their cities don't suffer from isolation, either, so you can delay roads until you're ready for them, or at least it gives you some extra wiggle room on extra happiness to squeeze out an extra early city or two. Guaranteed monopolies are pretty sweet. They still have their magical swordsmen which is amusing. The Kandi buffs their unique resource tiles, so win-win all around.

Glidergun
Mar 4, 2007
The VP Huns are also pretty amazing. Their UA lets their mounted melee units capture enemy units they kill a la the vanilla Prize Ships promotion (among other things), so once you get to Military Theory you can build an entirely self-sustaining army that runs around loving the entire world up while your capital does some bullshit you don't care about. If you go Authority, which you probably will, your army is even generating all of your research and culture.

Jastiger
Oct 11, 2008

by FactsAreUseless

Glidergun posted:

Encampments do this - are you invading the Shoshone, or territory that used to belong to the Shoshone?

Nah its Morocco. I'm pretty sure its hte Kasbah's that are doing it, though I'm not 100% sure.

Stabbatical
Sep 15, 2011

Hi, just wondering if there is a big goon guide to not getting hosed on Immortal difficulty? I'm playing normal BNW, no mods, and I can't seem to get things off of the ground very well. Invariably the AI declares war on me before I'm ready because a) I've either been building infrastructure or settlers instead of soldiers or b) because I've been trying to make soldiers instead but it takes way too long to get even one archer out of the gate.

I'm not sure how much of this is down to luck or skill, because I've got no problem breaking Civ BE:RT at the hardest setting and a lot of the mechanics are the same or similar. (Although negative happiness is so much more punishing than negative health. It's ludicrous.) Sometimes it's just bad luck, like when as Rome I spawned surrounded by jungle on a tiny island right next to Monetzuma and a city state, but often I feel like I've got adequate space but I either can't get enough production to make settlers to quickly grab land and if I can then I can't defend it or my capital. And this is without forward settling into my opponents. I've mostly been using the Tradition tree, occasionally Liberty, to no avail.

Can anyone point out where I'm loving up?

Cynic Jester
Apr 11, 2009

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

Stabbatical posted:

Hi, just wondering if there is a big goon guide to not getting hosed on Immortal difficulty? I'm playing normal BNW, no mods, and I can't seem to get things off of the ground very well. Invariably the AI declares war on me before I'm ready because a) I've either been building infrastructure or settlers instead of soldiers or b) because I've been trying to make soldiers instead but it takes way too long to get even one archer out of the gate.

I'm not sure how much of this is down to luck or skill, because I've got no problem breaking Civ BE:RT at the hardest setting and a lot of the mechanics are the same or similar. (Although negative happiness is so much more punishing than negative health. It's ludicrous.) Sometimes it's just bad luck, like when as Rome I spawned surrounded by jungle on a tiny island right next to Monetzuma and a city state, but often I feel like I've got adequate space but I either can't get enough production to make settlers to quickly grab land and if I can then I can't defend it or my capital. And this is without forward settling into my opponents. I've mostly been using the Tradition tree, occasionally Liberty, to no avail.

Can anyone point out where I'm loving up?

The biggest issues facing new people to Civ5, even with experience in other games of the series, is how important food and happiness is. Food gives you population which gives you science which wins games. Happiness restricts growth. The normal 4x pattern of spreading out fast is usually not a great idea as the Tradition policy branch and National College wonder exist and make focusing your population in the capital a complete no brainer. Add high construction costs, strong specialists relative to tile yields and happiness&research&culture penalties for cities just serve to make expanding beyond your first few cities relatively worthless from an efficiency standpoint. Any city after the first 4 really needs to add something critical to justify the happiness cost of settling it, and until you ideologies, that cost will probably be prohibitively high.

Stabbatical
Sep 15, 2011

Cynic Jester posted:

The biggest issues facing new people to Civ5, even with experience in other games of the series, is how important food and happiness is. Food gives you population which gives you science which wins games. Happiness restricts growth. The normal 4x pattern of spreading out fast is usually not a great idea as the Tradition policy branch and National College wonder exist and make focusing your population in the capital a complete no brainer. Add high construction costs, strong specialists relative to tile yields and happiness&research&culture penalties for cities just serve to make expanding beyond your first few cities relatively worthless from an efficiency standpoint. Any city after the first 4 really needs to add something critical to justify the happiness cost of settling it, and until you ideologies, that cost will probably be prohibitively high.

Oh, I've been playing Civ V for a while but topping out at Emperor (and I win 99% of those games by stalling until I can buy the world congress and get elected world leader). I just moved up to Immortal for a bigger challenge and now I can't even get anything off of the ground. It's getting those first 3 or 4 cities that's the problem. :v:

Cynic Jester
Apr 11, 2009

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

Stabbatical posted:

Oh, I've been playing Civ V for a while but topping out at Emperor (and I win 99% of those games by stalling until I can buy the world congress and get elected world leader). I just moved up to Immortal for a bigger challenge and now I can't even get anything off of the ground. It's getting those first 3 or 4 cities that's the problem. :v:

Archers. All other early units are pretty worthless for defense. Maybe a horseman, but a few archers will pretty much repel any regular sized army with no losses if you position them near a city the enemy is going for. Selling luxuries to people you think might declare on you also seem to help make them decide on someone else to eat, though that might be confirmation bias.

Stabbatical
Sep 15, 2011

Cynic Jester posted:

Archers. All other early units are pretty worthless for defense. Maybe a horseman, but a few archers will pretty much repel any regular sized army with no losses if you position them near a city the enemy is going for. Selling luxuries to people you think might declare on you also seem to help make them decide on someone else to eat, though that might be confirmation bias.

How fast should I be trying to expand? I read a couple of guides on Civ Fanatics, if I remember where I read it right, which said I should have 4 cities by turn 75 or so. But that seems completely impossible. Should I just try to stay within happiness without claiming land and trying to make it back later? Maybe I'm too used to BERT, where you just take the hit to health and in order to get any resources and science.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Pvt.Scott posted:

Vox Populi Indonesia is baller as gently caress, by the way.

They are, they spawned in my game and I vassalized them until they plopped enough cities to rng their way to creating all three resources and then i crushed them and got a three-way monopoly. They were spying on me and pissing me off anyway.

My favorite change is happiness, I can finally go wide again, taking every city I want along the way, and the only thing that stops me is my economy. That said, I feel like this is even easier to game because while the AI is smart enough to prioritize ranged units over melee, the city AI is dumb enough to prioritize units in melee range over units two tiles away. Bad news if they're in a natural fortification, I guess.

Fur20 fucked around with this message at 14:11 on Aug 19, 2016

Cynic Jester
Apr 11, 2009

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

Stabbatical posted:

How fast should I be trying to expand? I read a couple of guides on Civ Fanatics, if I remember where I read it right, which said I should have 4 cities by turn 75 or so. But that seems completely impossible. Should I just try to stay within happiness without claiming land and trying to make it back later? Maybe I'm too used to BERT, where you just take the hit to health and in order to get any resources and science.

Bert and Civ5 have completely different pacings when it comes to how you should settle. Never take a hit to happiness so you can claim land. It slows growth, which slows science, which leaves you further behind in the long run. I'm trying to think what I would settle while going into negative happiness and it involves at the very least 2+ luxuries, plenty of good tiles and a natural wonder.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Melee units can finally actually pull some weight in a siege at least with Vox, and my armies are starting to look more balanced instead of a swarm of archers with a melee guy or two and maybe a horsey in the early vanilla game. I haven't touched late game yet, really, but I assume massed artillery with mobile spotters/cleanup crew and giant bomber wings is still king. I'm guessing you'll need a fighter screen far more than in vanilla and some extra infantry for holding territory/taking retaliation/making a front in Vox Populi.

Guess I should go find out.

Gort
Aug 18, 2003

Good day what ho cup of tea
Here are some hard-and-fast rules for expansion in vanilla:

1. Don't expand if it will give you two more cities than someone you don't want to hate you
2. Don't expand if it will give you negative happiness
3. If it's before the industrial era, and you have four cities, don't expand

(You're using all the broken stuff in the game already, right? Nothing but ranged units, Tradition -> Patronage -> Rationalism, all trade feeds food back to the capital, playing Poland, rushing the National College?)

Gort fucked around with this message at 19:08 on Aug 19, 2016

Stabbatical
Sep 15, 2011

Is Patronage brokenly good? I keep going for reformation beliefs after filling out Tradition before getting Rationalism.

I've abusing trade routes and sticking to 4 cities or less. Otherwise, I've been going into -1 happiness and trying to rush expansion into the land that the AI wouldn't contest, so that probably explains a couple of things, like why my production always sucks so bad. :v:

Should I bulid Granaries and Caravans before or after archers/bowmen?

By the way thanks for all the advice people. :)

Gort
Aug 18, 2003

Good day what ho cup of tea
I wouldn't Patronage is brokenly good, but it's probably the best thing to spend the policies you get between Tradition and Rationalism on.

Stabbatical posted:

Should I bulid Granaries and Caravans before or after archers/bowmen?

I'd say after unless you're feeling very safe. You only need a few archers to keep the local barbarians down and deter or fight an early war, so no need to go crazy. Neglecting your army is a very good way to lose, though.

Jastiger
Oct 11, 2008

by FactsAreUseless
I was doing well with Vox POpuli but man the game is super punishing if you don't keep up on culture. The AI is more than willing to declare war and its breaking my balls. My happiness is tanked, my treasury is gone, and while I've won every war I've been in, this one with Poland is really gonna do me in It hink!

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!"
This is generally the setup for competitive multiplayer Civ that works pretty well for Quick Speed Immortal, or at least it makes it pretty brain dead easy for me:

When settling your capital, consider the terrain. If you can, settling on a lux is helpful, but at least a hill with fresh water is fairly crucial (although the game can dick you out of fresh water at times).
Your first three build items should be Scout-Scout-Shrine. Having an extra Scout can result in extra Ruins (especially since the AI can be really stupid about picking them up), as well give you an extra unit to block and escort civilian units. The Shrine is for picking up a Faith generating pantheon based on terrain to get you into Religion as fast as possible.

After that, you should be around pop 3 in your capital, which is the most efficient time to start getting your Settlers out. You want to work three hills, preferably with a lux resource, and get three Settlers out in a row. Yes, your cap will stagnate for a pretty long time, but it's really important to get those other three cities settled and working as fast as possible. With things like Landed Elite and a Granary, your cap will grow pretty quick anyway. Your first building in any expand should be a Granary.

When settling against the AI, consider the terrain. Make it as defensible as possible. If you can settle next to a mountain with some hills/forest/jungle to make it hard to hit your city, do it. The AI doesn't know what it's doing, so if you settle right, you can pick off their units for a couple of turns until they're willing to sign a peace deal.

You need Workers, and you need at least 6 or so around the time you're getting the National College up. Normally this would be pretty difficult due to production, but you can cheat a little. Once you find a City State, park a unit next to it, and wait. Eventually they'll create a Worker, which you can take for yourself. Once you do so, move your unit to a tile where the CS can't see it (jungle or forest), but your unit can see a tile the CS will want to improve, like its lux. The CS will make another Worker, which you can again steal, and so on. If you're lucky, you can get something like 5 Workers out of a CS, although it's probably going to be a lower number. A few notes on CSes: Once you DoW the CS, even if it's "angry" at you, the negative modifier will go down while you're at war. So if you war them for a long time, and then make peace, you'll probably be near neutral with them, even if you've been stealing Workers constantly. Secondly, DoWing a CS more than once can result in CSes becoming "wary", which increases your relationship decay. This is why you don't make peace right away, so you don't have this occurring.

With all of that said, you'll still need to produce Workers, so consider that after a Granary in your capital if necessary.

Once you've got a Granary up in your capital, you want to get trade routes going to your expands until they're stable and working improved tiles. Start those as soon as Granary is done, and max it out if possible. Ships are better than Caravans, which means if you've settled coastal, you'll want other coastal expands.

Produce military as necessary, if you've been improving tiles with workers and getting your pop up with Granaries, it shouldn't be too painful in terms of production.

Getting the National College on time is really crucial. Generally you want it between turn 60 and 70 on Quick Speed, so start working Libraries such that they're finished in the 50s or so. With improved production, you should be able to get them done pretty quick, so focus on other things first, such as Granaries, Shrines, Workers, trade routes, and whatever necessary military. These are, of course, Quick Speed timings.

Anyway, that should get you through the early game.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Lord Justice posted:

Secondly, DoWing a CS more than once can result in CSes becoming "wary", which increases your relationship decay.

The second time you declare war on any CS in the world--except maybe on like Huge maps, but I play Large with 30 CSes and this still happens--will cause this to happen, so this really bears repeating. It doubles the decay rate for a good number of CSes, and at minimum increases the decay by 25% across the board.

Now, if you wanna pick on CSes for whatever reason, Great Generals or ranged unit EXP, I dunno, if you're at war with another civ and they bring a CS ally in, that doesn't count towards the DoW penalty :getin:

Stabbatical
Sep 15, 2011

Gort posted:

I'd say after unless you're feeling very safe. You only need a few archers to keep the local barbarians down and deter or fight an early war, so no need to go crazy. Neglecting your army is a very good way to lose, though.

Neglecting your army works pretty well on Emperor though. :v:


Very helpful, thanks. I've always been taking one worker, making peace and leaving the CS alone. I see I need to be a bigger prick.

Stabbatical fucked around with this message at 15:33 on Aug 19, 2016

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Lord Justice posted:

3 settlers @ 3 pop

This may have been for immortal, but I sure don't have the balls to try this v a deity AI, wouldn't that get you rolled? A neighboring warmonger (not even montezuma, but like bismark) would surely flood you before production can put out 3+ archers?

Stabbatical
Sep 15, 2011

Serephina posted:

This may have been for immortal, but I sure don't have the balls to try this v a deity AI, wouldn't that get you rolled? A neighboring warmonger (not even montezuma, but like bismark) would surely flood you before production can put out 3+ archers?

Yeah, I tried some of that and I was doing much better, getting the NC and a few archers off of the ground... except I'd spawned right next to Boudicca and then she walked right into my capital with about 50 units bought with Holy Warriors. :sigh:

why do i even like this game

Gort
Aug 18, 2003

Good day what ho cup of tea

Gort posted:

1. Don't expand if it will give you two more cities than someone you don't want to hate you

Hmm

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!"

Serephina posted:

This may have been for immortal, but I sure don't have the balls to try this v a deity AI, wouldn't that get you rolled? A neighboring warmonger (not even montezuma, but like bismark) would surely flood you before production can put out 3+ archers?

It didn't when I tried it just now:



I got a nice start in terms of being in a corner, but I'm still right next to the Aztecs and Mongolia, and nothing from them. Made a number of mistakes here though, so don't look too deeply into it, other than it can be done.

Jump King
Aug 10, 2011

I lost in civ for the first time today, drat

Immortal, Aztecs, spawned on an island right next to Japan and wrecked right off the bat

Banana Man
Oct 2, 2015

mm time 2 gargle piss and shit
Are 4 cities the optimum number?

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

Banana Man posted:

Are 4 cities the optimum number?

I mean, it depends. I've basically won games with only 2 cities, even on Emperor. There's a number of social policies that give free buildings to your first 4 cities, though, and it can be really hard to expand to more than 4 due to how quickly the AI fills in space, which is why 4 comes up so often. I'd say you don't really want to go beyond 4 without a really good reason (needing a forward operating base on another continent, for example), but there may be good reasons to stop before 4 as well.

Bogart
Apr 12, 2010

by VideoGames
Watch Marbozir's videos. Dude plays Deity regularly. And wins, I should add.

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Byzantine
Sep 1, 2007

hey guys which pantheon should i pick



i'm thinking goddess of protection

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