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Fun fact: the Scythian heal-on-kill bonus applies to religious units too. I mean, they probably don't need it given the horse economy, but they make pretty mean Apostles too.
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# ? Oct 25, 2016 00:32 |
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# ? May 14, 2024 03:14 |
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Oh wow this game crashes a lot.
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# ? Oct 25, 2016 00:36 |
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Ran in to a weird bug where I couldn't end my turn because it kept saying a unit needed orders and then... not taking me to a unit in need of those orders. I scanned the board and couldn't find a bored unit.
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# ? Oct 25, 2016 00:47 |
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Whatever happened to that thing they kept talking about in the promotional stuff, where a barb scout would find your city and then race back to camp? Best I can tell barb scouts just sort of mill about and try to not get murdered.
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# ? Oct 25, 2016 00:49 |
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Has anyone confirmed that the "only the first luxury you get applies period, later copies don't apply to your next four cities" thing is true? Given that later Great Merchants provide two copies of their luxury, for four amenities each, according to their in-game descriptions, it seems like it's meant for more copies to apply rather than be nothing but trading fodder even if you need more.
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# ? Oct 25, 2016 00:51 |
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MMM Whatchya Say posted:Ran in to a weird bug where I couldn't end my turn because it kept saying a unit needed orders and then... not taking me to a unit in need of those orders. I scanned the board and couldn't find a bored unit. I think this is in relation to having more trade routes than my government type allows for after switching from a merchant republic to communism
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# ? Oct 25, 2016 00:55 |
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counterfeitsaint posted:Whatever happened to that thing they kept talking about in the promotional stuff, where a barb scout would find your city and then race back to camp? Don't remember anything like that. But if I saw it I'd probably assume it to be a Murray-ism because lol.
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# ? Oct 25, 2016 00:55 |
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counterfeitsaint posted:Whatever happened to that thing they kept talking about in the promotional stuff, where a barb scout would find your city and then race back to camp? Best I can tell barb scouts just sort of mill about and try to not get murdered. It happens, everybody ITT complaining about getting stomped by barbs doesn't try to chase down the scouts. Later on, the barb scouts are so hopelessly outclassed by up to date units that they can't really do the thing anymore.
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# ? Oct 25, 2016 00:57 |
Roland Jones posted:Has anyone confirmed that the "only the first luxury you get applies period, later copies don't apply to your next four cities" thing is true? Given that later Great Merchants provide two copies of their luxury, for four amenities each, according to their in-game descriptions, it seems like it's meant for more copies to apply rather than be nothing but trading fodder even if you need more. There was a reddit post with screenshots confirming that, yes. And why would the manual lie about that? MMM Whatchya Say posted:It happens, everybody ITT complaining about getting stomped by barbs doesn't try to chase down the scouts. Later on, the barb scouts are so hopelessly outclassed by up to date units that they can't really do the thing anymore. Actually catching a scout is almost impossible though. You basically need to intercept them before they ever see your city. I haven't had much barb trouble personally, but I knew going in that you should to open with a military unit or two.
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# ? Oct 25, 2016 01:03 |
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The secret to dealing with barbs? Build two archers and exeute the Sun-Tzu tier strategy of wining the game with those two archers that was so popular in civ5.
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# ? Oct 25, 2016 01:06 |
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MMM Whatchya Say posted:It happens, everybody ITT complaining about getting stomped by barbs doesn't try to chase down the scouts. Later on, the barb scouts are so hopelessly outclassed by up to date units that they can't really do the thing anymore. I was just reminded of it, because I started an epic game, and my one eagle warrior was off exploring. Two scouts just came up to my capital, milled about for a few turns and hosed off, and nothing? A completely exposed capital and they didn't do anything at all. Was within the first 20 turns or so, and they were both wounded, I assume from a nearby city state. Playing on King.
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# ? Oct 25, 2016 01:06 |
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Posted some questions a while back, but they got lost in the shuffle: 1. How do some cities end up with way more citizens than housing? I had cities that were like 9/4 for housing by the end of the game. 2. Has anyone figured out why they hide religious information when you try to convert a city? Normally in the religious map lens (or if you click a religious unit) there are those circle graphs that show you the % of the city for each religion, followed by the exact amount of followers. For some reason when you start converting a city with a missionary or apostle, that circle completely disappears, and all that seems to happen is that the little star that represents the Pantheon changes colors. I have no idea what the colors mean, but I think they are an indicator of how close you are to converting it. Then suddenly out of the blue, you convert the city, the circle graph comes back, and you end up having like 5-6 citizens of your religion. Is the circle not being present during the conversion process a glitch or an intended mechanism? Has anyone figured out what the different colors of the Pantheon star indicate yet? 3. For the purposes of buildings or units that give +Naval Movement, do land units like missionaries count as naval units when they are moving across the sea and have boat icons? 4. Is there any way to get missionaries/apostles to move faster? Can you eventually load them into plains or transport naval units? What's the earliest era you can do something to speed them up?
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# ? Oct 25, 2016 01:08 |
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Megasabin posted:Posted some questions a while back, but they got lost in the shuffle: Being overcrowded only slows growth, it doesn't stop it entirely. If you have enough food income, your cities can grow anyway. And/or you lost a housing boost at some point.
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# ? Oct 25, 2016 01:10 |
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In my last game, I made my first colony on another continent in the atomic era and all the city-states on that continent were basically smoldering rubble, as they had been completely pillaged by barbarian AT Crews. I would have gone in to help them but I couldn't enter their borders because another Civ was their suzerain, so all I could do was shell them from offshore with my battleships
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# ? Oct 25, 2016 01:11 |
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CharlieFoxtrot posted:In my last game, I made my first colony on another continent in the atomic era and all the city-states on that continent were basically smoldering rubble, as they had been completely pillaged by barbarian AT Crews. I would have gone in to help them but I couldn't enter their borders because another Civ was their suzerain, so all I could do was shell them from offshore with my battleships Literal gunboat diplomacy there.
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# ? Oct 25, 2016 01:15 |
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counterfeitsaint posted:I was just reminded of it, because I started an epic game, and my one eagle warrior was off exploring. Two scouts just came up to my capital, milled about for a few turns and hosed off, and nothing? A completely exposed capital and they didn't do anything at all. Was within the first 20 turns or so, and they were both wounded, I assume from a nearby city state. Playing on King. If I were to guess, the raids went to whatever city state damaged the scouts Staltran posted:Actually catching a scout is almost impossible though. You basically need to intercept them before they ever see your city. I haven't had much barb trouble personally, but I knew going in that you should to open with a military unit or two. Use your own scouts' zones of control or invest in a horseman
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# ? Oct 25, 2016 01:15 |
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Idea for a mod: change Pericles' color scheme. This picture is one turn before the declaration of what I call "The Chameleon War." The siege of Mycenae ended up being the most mis-clicks I've ever made in a civ game.
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# ? Oct 25, 2016 01:17 |
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Staltran posted:There was a reddit post with screenshots confirming that, yes. And why would the manual lie about that? Well, like I said, the game itself suggests otherwise with its Great Merchants. Given that thing seem to be a bit rough, the manual being wrong didn't seem outside the realm of possibility. Also it doesn't really make sense; if amenities are a per-city thing, and one source of a luxury applies to a certain number of cities, then having more of that luxury should apply to more cities. Making each one only count once seems like a weird holdover from the Civ V system they're otherwise deliberately abandoning here.
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# ? Oct 25, 2016 01:17 |
I wonder if I'll ever get past the classical age without feeling the need to restart. Is not founding a religion an option? Or is it something you always want to do?
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# ? Oct 25, 2016 01:22 |
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Roland Jones posted:Well, like I said, the game itself suggests otherwise with its Great Merchants. Given that thing seem to be a bit rough, the manual being wrong didn't seem outside the realm of possibility. Also it doesn't really make sense; if amenities are a per-city thing, and one source of a luxury applies to a certain number of cities, then having more of that luxury should apply to more cities. Making each one only count once seems like a weird holdover from the Civ V system they're otherwise deliberately abandoning here. There would have to be diminishing returns on how much each same-type luxury could provide, though, or else there would be no point in getting different types unless you're Montezuma or you need certain tile improvements. Uniform luxuries would cut perhaps 2/3 of all trading.
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# ? Oct 25, 2016 01:25 |
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Ratios and Tendency posted:I wonder if I'll ever get past the classical age without feeling the need to restart. Religion is something you go hard in on or completely ignore, without much middle ground
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# ? Oct 25, 2016 01:25 |
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I'm still on my first game, but seems like they hosed religious balance. There's a lot of mechanics that prevent snowballing, but the religious spread is pure snowballing. Go hard on a mass push to convert the major cities of another religious civ, after that they continue spamming missionaries but now contribute to your victory. What is the condition for religious victory exactly?
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# ? Oct 25, 2016 01:28 |
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Zomborgon posted:There would have to be diminishing returns on how much each same-type luxury could provide, though, or else there would be no point in getting different types unless you're Montezuma or you need certain tile improvements. Uniform luxuries would cut perhaps 2/3 of all trading. Not really. You'd still need multiple types for each city; you just wouldn't have the strange situation where only four of your twelve cities can benefit from the huge pile of furs or whatever your have for some arbitrary reason. It's fine that each individual city only benefits from a particular type once, that's not what I'm arguing against. cheetah7071 posted:Religion is something you go hard in on or completely ignore, without much middle ground Eh, it's nice for other people too, if you can get it. Like, Jesuit Education is great for people who aren't trying to win the religious game, since you can put all that Faith into other things.
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# ? Oct 25, 2016 01:32 |
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Two more random questions; If you conquer a city state, do you get their bonus? I'm guessing probably not. And in my last game, I noticed one of the earlier civics cards was -30% build time for builders. I went looking for it later in the game when I was going to do a big builder push and it was gone. Do cards disappear sometimes?
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# ? Oct 25, 2016 01:37 |
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I like the changes to roads, builders, and trading and I like the eurekas and giving more personality and uniqueness to the great people. Otherwise though this is a very disappointing civ. Singleplayer Don't bother, the AI is stupider than ever and just as annoying.
Multiplayer You are going to need a gentleman's agreement to avoid:
Atmosphere Remember that awe-inspiring feeling of building or finding a wonder, progressing to a new age? The majestic quotes of previous games are replaced with the oh-so zany and contemporary musings of bored tourists or the game sarcastically mocking your choices.
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# ? Oct 25, 2016 01:36 |
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Roland Jones posted:Not really. You'd still need multiple types for each city; you just wouldn't have the strange situation where only four of your twelve cities can benefit from the huge pile of furs or whatever your have for some arbitrary reason. It's fine that each individual city only benefits from a particular type once, that's not what I'm arguing against. My problem with religion if you aren't trying to win with it is that holy sites count against your district limit. Every holy site is one less campus or theater or industrial zone or commercial hub, all of which are in my experience much more generically useful. Maybe Germany can get away with dabbling in religion because it has so many district slots but pretty much nobody else can (unless there's a civ I'm forgetting with a unique holy site).
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# ? Oct 25, 2016 01:37 |
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counterfeitsaint posted:Do cards disappear sometimes? Yeah, the most obvious one is that after all the great prophets come and found religions the +prophet great person points card disappears.
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# ? Oct 25, 2016 01:39 |
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Sanctum posted:I'm still on my first game, but seems like they hosed religious balance. There's a lot of mechanics that prevent snowballing, but the religious spread is pure snowballing. Religious Victory is convert the majority of every other player's citizens to your religion (not sure if it's by pop or by city). And yeah, if you know what you're doing it's pretty easy. Surprisingly the Scythians are perhaps the easiest since the whole "heal after kills" thing applies even to your religious units.
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# ? Oct 25, 2016 01:39 |
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I had that unit needs orders bug. It was the result of upgrading an infantry unit that had a support ram attached. The ram wanted orders (since the upgrade detached it) but clicking the button wouldn't take me to it. Has anyone ever seen the AI build a boat? Serious question here. I've only ever seen barb boats.
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# ? Oct 25, 2016 01:46 |
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Roland Jones posted:Not really. You'd still need multiple types for each city; you just wouldn't have the strange situation where only four of your twelve cities can benefit from the huge pile of furs or whatever your have for some arbitrary reason. It's fine that each individual city only benefits from a particular type once, that's not what I'm arguing against I just went and counted up my ameneties total and the amenities supplied from my empire, its very definitely each amenity only applies once for your empire.
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# ? Oct 25, 2016 01:46 |
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I just realized that units have an extremely small XP bar at the bottom edge of their card. Like, super tiny you may need glasses to see it small. Who designed this UI and why are they still employed?
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# ? Oct 25, 2016 01:48 |
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Krazyface posted:I had that unit needs orders bug. It was the result of upgrading an infantry unit that had a support ram attached. The ram wanted orders (since the upgrade detached it) but clicking the button wouldn't take me to it. Yeah, every so often I spot a Galley, sometimes even the first ranged boat whose name escapes me. Honestly the AI uses boats more than I do
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# ? Oct 25, 2016 01:51 |
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Comstar posted:From r/civ Firaxis Slowly Losing Ability to Make Small 2D Images Hyperbolic much? I work in the video game industry and I've seen far worse //TODO items in code that shipped. Stuff like //TODO: TOTALLY BROKEN DO NOT SHIP poo poo like that ships to release all. the. time.
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# ? Oct 25, 2016 01:57 |
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cheetah7071 posted:My problem with religion if you aren't trying to win with it is that holy sites count against your district limit. Every holy site is one less campus or theater or industrial zone or commercial hub, all of which are in my experience much more generically useful. Maybe Germany can get away with dabbling in religion because it has so many district slots but pretty much nobody else can (unless there's a civ I'm forgetting with a unique holy site). Russia has the unique holy site, the Lavra. District thing is a fair point, but an early holy site and/or using the wildcard policy for Great Prophet points can also help get an early religion, which you spread around from one city or something, maybe. Not exactly efficient, admittedly, but doable I think. Or play Saladin, get your religion guaranteed, and then build it towards making you better at science or something else and use your holy sites as +10% Faith/Science/Culture sources plus whatever other bonuses you want, but, that's a bit civ-specific. counterfeitsaint posted:And in my last game, I noticed one of the earlier civics cards was -30% build time for builders. I went looking for it later in the game when I was going to do a big builder push and it was gone. Do cards disappear sometimes? Certain later civics make earlier ones obsolete, yeah. Like, the ones for earlier wonder production bonuses are made obsolete when you get the ones for later bonuses, same for unit production bonus ones, and of course all the ones that are just straight upgrades get rid of the lesser versions. A few aren't literally just bigger numbers versions of past ones, but pretty much if a civic goes away it's because a better and/or more modern version has replaced it.
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# ? Oct 25, 2016 02:04 |
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Roland Jones posted:Well, like I said, the game itself suggests otherwise with its Great Merchants. Given that thing seem to be a bit rough, the manual being wrong didn't seem outside the realm of possibility. Also it doesn't really make sense; if amenities are a per-city thing, and one source of a luxury applies to a certain number of cities, then having more of that luxury should apply to more cities. Making each one only count once seems like a weird holdover from the Civ V system they're otherwise deliberately abandoning here. Do you think Great Merchants became Great Merchants by hording all their goods?
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# ? Oct 25, 2016 02:06 |
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Efexeye posted:do any of you play this game without trying to break its systems over your knee? i dunno how you have fun like that but to each their own Most over the knee breaking thing is Skythia imho. Sell all the extra units, buy workers and stuff. Sell workers before you use them the third time. With some of the cheaper units policies, you can rapid charge your expansion with lots of workers, still have an army that wrecks poo poo etc.
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# ? Oct 25, 2016 02:09 |
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The Mac port just dropped.
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# ? Oct 25, 2016 02:14 |
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So, I had a start with tons of jungles. Not sure if I want to do science or culture victory, but both are kinda needed thanks to Eureka moments. I managed to get Chichen Itza, with gives bonus to jungles. That being said, would it be worth it to destroy a jungle tile and get +3 culture adjaceny for my Entertainment district? Will that mess up my campus too much? Also why don't wonders affect Entertainment districts?
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# ? Oct 25, 2016 02:19 |
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counterfeitsaint posted:Two more random questions; 1) Nope, it's just a city unless it get liberated. 2) Many cards get obsoleted by better versions. The +30% builder production gets obsoleted when you get a card for +2 actions per builder, and then later on you get a card that gives both bonuses at the same time. The wildcards all get upgraded (+4 GPP instead of +2). The military card that reduces upkeep by 1 gets replaced by one that reduces it by 2. And many more things like that. Gully Foyle fucked around with this message at 02:22 on Oct 25, 2016 |
# ? Oct 25, 2016 02:19 |
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# ? May 14, 2024 03:14 |
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Mightypeon posted:Most over the knee breaking thing is Skythia imho. It's kinda crazy that something that obvious to cheese wasn't patched out before release, producing units and selling them then using the gold to buy what you actually want shouldn't be twice as efficient as producing the other thing in the first place, same with selling workers on their last charge and buying fresh workers. I just feel like allowing you to buy things with gold early opens up a lot of start variance and exploiting, in civ4 it took a late game civic to allow you to buy things with gold.
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# ? Oct 25, 2016 02:24 |