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PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
So apparently if you play with Japan + YNAEMP mods on with the real city names option turned on, this happens:


¯\_(ツ)_/¯

'Ritchimondo'
'Nasshubiru
'Atoranta'

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Judge Schnoopy
Nov 2, 2005

dont even TRY it, pal

JVNO posted:

So apparently if you play with Japan + YNAEMP mods on with the real city names option turned on, this happens:


¯\_(ツ)_/¯

'Ritchimondo'
'Nasshubiru
'Atoranta'

:lol: atoranta is beautiful.

Is Koronbasu supposed to be Toronto? Amazing.

Don Pigeon
Oct 29, 2005

Great pigeons are not born great. They grow great by eating lots of bread crumbs.

Judge Schnoopy posted:

:lol: atoranta is beautiful.

Is Koronbasu supposed to be Toronto? Amazing.

Columbus, Ohio

Borsche69
May 8, 2014

Taear posted:

That isn't how tall works though. I get to have a decent amount of cities and a huge amount of land that my borders cover. And so do other civs, so it looks like a "real" map. When you've got thirty cities regardless of their size it just looks messy and I don't like it.

'Tall' doesn't work though. It has no place in Civ, or really any 4X game where on of your core concepts is 'expansion'.

I think you just don't like civ or 4x games and are trying to fit a square peg in a round hole

Judge Schnoopy
Nov 2, 2005

dont even TRY it, pal
Makes much more sense, just looked too far north.

I've never played one of those mods, how long does it take between turns?

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Borsche69 posted:

'Tall' doesn't work though. It has no place in Civ, or really any 4X game where on of your core concepts is 'expansion'.

I think you just don't like civ or 4x games and are trying to fit a square peg in a round hole

It worked in every other version of Civ before this. And I include SMAC!

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Davincie posted:

wanting things out of spite is sad

making things out of spite is a great way to make negative money though

Kurtofan
Feb 16, 2011

hon hon hon

JVNO posted:

So apparently if you play with Japan + YNAEMP mods on with the real city names option turned on, this happens:


¯\_(ツ)_/¯

'Ritchimondo'
'Nasshubiru
'Atoranta'

so do the cities actually map well?

Magil Zeal
Nov 24, 2008

Taear posted:

It worked in every other version of Civ before this. And I include SMAC!

You could do it, but it wasn't optimal. It was just shooting yourself in the foot for no good reason. Just like VI, really.

Alpine Mustache
Jul 11, 2000

Couple questions since I'm still learning VI:

1. Do adjacency bonuses go up if you add something that wasn't there when you first built it, or are they fixed from the point when you started production on the district? For example: adding a third mine next to an industrial zone after it was built next to two originally.

2. When you get to the point where you can make fleets/corps/armies, is there a way to produce units as a corps? Our do you always have to build them individually?

3. Are threads route yields per turn, or is that the yield for a single round trip?

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Alpine Mustache posted:

Couple questions since I'm still learning VI:

1) yes
2) no, but there are one or two very limited exceptions like great general abilities that spawn corps and armies
3) per turn

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Magil Zeal posted:

You could do it, but it wasn't optimal. It was just shooting yourself in the foot for no good reason. Just like VI, really.

In Civ4 it was actively encouraged!
But it didn't hurt you as much as it does in 6. I feel like most of my cities are just... numbers in this. And while I know a lot of people play the games like that anyway I don't and Civ6 doesn't really support playing it in any other way.

I'm a narrative player and Civ6 doesn't create one.

OperaMouse
Oct 30, 2010

The White Dragon posted:

2) no, but there are one or two very limited exceptions like great general abilities that spawn corps and armies

Actually, there is. I think only cities with an encampment can do it, but there is a drop down menu on the unit production selection in the city.

Chucat
Apr 14, 2006

Taear posted:

In Civ4 it was actively encouraged!

I need the biggest thonkang you have.

Magil Zeal
Nov 24, 2008

Alpine Mustache posted:

2. When you get to the point where you can make fleets/corps/armies, is there a way to produce units as a corps? Our do you always have to build them individually?

OperaMouse posted:

Actually, there is. I think only cities with an encampment can do it, but there is a drop down menu on the unit production selection in the city.

Correct, but I think it may require a military academy (for troops) or seaport (for ships).

Taear posted:

In Civ4 it was actively encouraged!

Civ IV encouraged building both upwards and outwards. It really didn't encourage building "tall" because a well-managed empire had lots of developed cities instead of just a few developed cities. It did have the best take on an expansion-limiting mechanic imo though.

Magil Zeal fucked around with this message at 22:02 on Dec 16, 2017

Gort
Aug 18, 2003

Good day what ho cup of tea
Civ 4 certainly didn't encourage "build 4 cities then stop" at anything but the lowest tech levels.

Glass of Milk
Dec 22, 2004
to forgive is divine
Just started a game with Japan's starting units 3 tiles away. Makes it easy to take them out, but it seems a bit wrong.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Gort posted:

Civ 4 certainly didn't encourage "build 4 cities then stop" at anything but the lowest tech levels.

honestly with start bias, civ 5 discouraged even building a city. why waste one of your precious four slots on a suboptimal strategic landgrab or grabbing just one new luxury resource that'll merely neutralize the happiness penalty for having another city? just destroy your three closest neighbors and steal their amazing starting positions that you'd have to scour the entire earth to find one or two places as good and with as many unique luxuries.

i loved that part of civ 4, it was almost like cataan where you're racing to produce everything necessary to secure a mountain pass or a coastal choke point to claim a stretch of fertile land or force a rival into a bad position. civ 5? you can forget about that, the penalties for having more cities are so huge that in the long run, or even in the short term, the "empire malus" you get from that suboptimal city is gonna bite you in the rear end hard.

Glass of Milk posted:

Just started a game with Japan's starting units 3 tiles away. Makes it easy to take them out, but it seems a bit wrong.

this is actually a bug that firaxis released a patch to fix over a month ago and, as you can plainly see, it didn't change anything

Fur20 fucked around with this message at 04:21 on Dec 17, 2017

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
I've heard a lot about how having a big empire in Civ V is bad, which makes me wonder how you're supposed to play domination civs in it. Like, I'm starting a Civ V game for the first time in years with some friends since most of them don't have VI, and picked Persia, and while I've checked some guides and stuff and they recommend being somewhat aggressive at points of the game, everything I hear makes it sound like ever going beyond four cities is catastrophic.

berryjon
May 30, 2011

I have an invasion to go to.

Roland Jones posted:

everything I hear makes it sound like ever going beyond four cities is catastrophic.

The short answer is that the formula for Culture, Science and the like reach max efficiency at four cities, plus the Tradition policy tree only affecting your first four cities with the free buildings means that you are behind the curve with 1-3 cities, and at 5+, you are actually losing out as the newer cities cannot produce enough Culture or science to offset the penalties you acquire for having the cities, especially with the relatively slow development of them.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
going over four cities isn't catastrophic but it has far-reaching consequences. the tech cost is increased by the maximum number of cities you've ever controlled--if you lose one, or trade it away, or raze it, whatever, gently caress you, enjoy your permanently-increased tech and culture costs forever.

also, the Tradition civic tree is based around having four cities, and any cities in excess of that only receive extremely minimal benefits. of course it doesn't scale to map size. you'll pretty much only ever be able to fit four cities in a Duel map, but on a Huge map, four cities remains the mathematically optimal number.

the only time having a ton of cities is actually beneficial is if you're going for a culture victory, because more cities == more museums == more tourism output, because that's not scaled either :v:

there are no Domination rules in 5 like how there are in 4 (which is %landmass control), the military victory is just "your team controls every capital."

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Alright. And are you basically always going Tradition, every civ, or are there some where it's worth doing something else? Like, this one thing I checked recommended Liberty for Persia for the early Golden Age, and the free Great Person could be timed to get an Engineer and rush Chichen Itza, among other things. Should I be ignoring things like this and just going Tradition anyway?

Byzantine
Sep 1, 2007
Probation
Can't post for 48 hours!

The White Dragon posted:

going over four cities isn't catastrophic but it has far-reaching consequences. the tech cost is increased by the maximum number of cities you've ever controlled--if you lose one, or trade it away, or raze it, whatever, gently caress you, enjoy your permanently-increased tech and culture costs forever.

also, the Tradition civic tree is based around having four cities, and any cities in excess of that only receive extremely minimal benefits. of course it doesn't scale to map size. you'll pretty much only ever be able to fit four cities in a Duel map, but on a Huge map, four cities remains the mathematically optimal number.

The penalties actually do scale to map size. Huge has half the penalties that Standard does.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
I feel the extra city penalties in Civ V is greatly exaggerated. I think Liberty is quite anaemic and could have been balanced much better, but even so I rarely have trouble making a city 'pay for itself' until at least mid game.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Got it.

Lastly, is there a good beginner's guide to Civ V? Some of the friends are new to Civ and got the game as part of some deal or whatever, so a basic thing to help them get the basics down (and refresh me on things I forgot since playing this back in 2013) would be helpful.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf

Roland Jones posted:

Alright. And are you basically always going Tradition, every civ, or are there some where it's worth doing something else? Like, this one thing I checked recommended Liberty for Persia for the early Golden Age, and the free Great Person could be timed to get an Engineer and rush Chichen Itza, among other things. Should I be ignoring things like this and just going Tradition anyway?

If you're using NQmod (which I recommend) all the trees are viable. If not, Tradition is always the best choice. There are niche circumstances where you NEED a religion, or where you can actually benefit from an early war, but you won't be able to recognise them for a while.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Roland Jones posted:

Alright. And are you basically always going Tradition, every civ, or are there some where it's worth doing something else? Like, this one thing I checked recommended Liberty for Persia for the early Golden Age, and the free Great Person could be timed to get an Engineer and rush Chichen Itza, among other things. Should I be ignoring things like this and just going Tradition anyway?

tradition is strictly the best opening civic, even with civ-specific timings. you get:
1) +3 culture in your capital which, at that point in the game, is a 300% increase in your culture output. by opening tradition, you effectively quarter the civic TNL. liberty is a weak rear end +1, and your second city will increase the amount of culture TNL the moment you settle it.
2) an upkeep-free culture building is completed instantly in your first four cities. if you already have monuments, your 0gpt building is upgraded to a free amphitheater.
3) 1 gold for every 2 citizens in your capital city.
4) the population in your capital city effectively generates only half :mad: holy poo poo
5) you get +2 food in your capital--effectively a free specialist, two later on if you go Freedom--and +10% growth on top of that. this applies to total base food production, so yes, you get this bonus on internal trade routes and the free food you get from maritime city states :btroll:
6) and as if that wasn't enough, there's one policy that makes you build wonders slightly faster but also basically reduces your entire empire's unhappiness by 10%.
7) and and, the capstone gives you +15% food in all cities (additive to the +10% from landed elite in your capital), and then free aqueducts in your first four cities.

chichen itza is... it's a nice wonder, but the only immediate benefit it actually gives you is +4 :), which you can get from two coliseums or two circuses. the golden age duration is great, but it's extremely doubtful you'll actually be able to reliably time a golden age to its completion.

if you open tradition, you'll be so far ahead in tech that you won't even need to rush it, you can take your sweet rear end time because everyone else will just barely be entering the classical era while you speed ahead at full tilt with your capital city's oppressively massive population. if you play smart and chop liberally to build trade routes early, your capital can hit like 20+ pop when everyone else is languishing at 7.

Byzantine posted:

The penalties actually do scale to map size. Huge has half the penalties that Standard does.

this is true, but i was talking like the tradition bonuses are always keyed to four cities no matter the map size.

Krazyface posted:

If you're using NQmod (which I recommend) all the trees are viable. If not, Tradition is always the best choice. There are niche circumstances where you NEED a religion, or where you can actually benefit from an early war, but you won't be able to recognise them for a while.

the worst part about Honor is that you don't even need it to wage an early war. the "ping on barbarian camp spawn" is nice, though, if you clear them aggressively and purposefully leave a ton of fog of war. obviously you can't do this against human players, but i basically run a barbarian-based economy until Compass and Harbors :black101:

Fur20 fucked around with this message at 07:45 on Dec 17, 2017

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

Krazyface posted:

If you're using NQmod (which I recommend) all the trees are viable. If not, Tradition is always the best choice. There are niche circumstances where you NEED a religion, or where you can actually benefit from an early war, but you won't be able to recognise them for a while.

Gotcha. I'll see if people want to use NQMod. One wants to play Venice, which isn't in that, so she might be against it, but otherwise the biggest issue might just be helping them all get it installed.

CompeAnansi
Feb 1, 2011

I respectfully decline
the invitation to join
your hallucination

Roland Jones posted:

Gotcha. I'll see if people want to use NQMod. One wants to play Venice, which isn't in that, so she might be against it, but otherwise the biggest issue might just be helping them all get it installed.

In my opinion, NQMod is the best way to play Civ 5, both single player and multiplayer.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Gort posted:

Civ 4 certainly didn't encourage "build 4 cities then stop" at anything but the lowest tech levels.

I never said 4, I said 8!

Poil
Mar 17, 2007

Um, does NQMod improve multiplayer stability playability at all? Because my experiences is that it's a frustrating mess of constant desyncs (in a turn based game :shepface: ), crashes and wonderful issues like some players randomly being unable to join for no reason.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
Not really. It doesn't make the stability worse! v:v:v

Magil Zeal
Nov 24, 2008

JVNO posted:

I feel the extra city penalties in Civ V is greatly exaggerated. I think Liberty is quite anaemic and could have been balanced much better, but even so I rarely have trouble making a city 'pay for itself' until at least mid game.

It is possible to do so, but I don't understand the desire to make founding cities late in the game so unappealing. In past Civ games, founding a late city would not provide you with as much benefit as early cities, but it generally wouldn't actively hurt you like it does in V.

A big problem I have with Civ V's design is how it makes it so that you can win with just the four cities from Tradition. If you can win with that, then why do anything? Four cities is safe and easy. You don't have to compete with other civs for territory and resources (once the cities are settled). You don't have to play the game, basically. You just sit back and build and wait to win. And some people find that more fun than other Civ games...? I don't get it. You don't do anything with Traditions 4-city style play. You just sit back and let things happen to you. It's weird. And having it in the game is bad because it removes the impetus to actually play the game.

Gort
Aug 18, 2003

Good day what ho cup of tea
Yeah, originally the obvious route to victory in Civ 5 was to spam as many cities as you could. They swung back hard against that so now it's only worth building four cities.

turboraton
Aug 28, 2011
Lmao at eight cities being tall. I can tell you are a narrative plsyer because all your posts are fictional stories.

Civ 5 multiplayer trip report: I bombarded his city and let my ally city state take one of his cities. He accepted defeat then by I guess he is never gonna play with me again.

http://steamcommunity.com/id/turboraton/screenshot/893266397588497838

turboraton fucked around with this message at 17:31 on Dec 17, 2017

Byzantine
Sep 1, 2007
Probation
Can't post for 48 hours!
I spam cities everywhere and build a bunch of churches in them.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
I remember when they crippled ICS in Civ 5 they forgot to tweak Egypt, which thanks to the happiness-giving burial tomb, could still ICS with 4-pop cities

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.

Magil Zeal posted:

You could do it, but it wasn't optimal. It was just shooting yourself in the foot for no good reason. Just like VI, really.

It seemed like the only way to play V was tall. It's one of things I disliked about it.

Magil Zeal
Nov 24, 2008

skooma512 posted:

It seemed like the only way to play V was tall. It's one of things I disliked about it.

V is the exception.

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skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
I'm still playing VI as V too. I don't settle cities unless the location is amazing.

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