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Your Computer
Oct 3, 2008




Grimey Drawer

Gort posted:

Pretty sure there's a randomise all button at the top of the screen

thank you :pray:

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Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


Carrot posted:

That was something from pre-release that accidentally got added into the beta and is not kept in the fabius maximus update.

Which bit? The stability changes for adjacent districts? Because that actually sort of made sense as a limiter, though on the other hand the AI seems to give zero fucks about it and I've conquered cites only to find them at 0 stability due to adjacency penalties.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Gort posted:

Pretty sure there's a randomise all button at the top of the screen

Oops, thanks for correcting me. I had only given it a cursory glance before jumping into a new game.

toasterwarrior
Nov 11, 2011
Had to restart my PC in the middle of the update and Gamepass hosed the installation, now I have to redownload all 28gb on a connection that maxes out at 1mb during downloads. It's been real, maybe I'll try this out again when it goes on heavy discount on Steam.

Carrot
Jun 17, 2003

The frustrated cannibal... Threw up his hands!

Powerful Two-Hander posted:

Which bit? The stability changes for adjacent districts? Because that actually sort of made sense as a limiter, though on the other hand the AI seems to give zero fucks about it and I've conquered cites only to find them at 0 stability due to adjacency penalties.

Yeah, the beta had adjacency stability of -5/20/45 and removed the stability from wondrous effects from luxuries. It got kept out since it tends to lead towards cities being snake/tendril-like and imo it took out some of the decision from city planning.

Dev comments on g2g board have said they plan on taking another look at stability in future patch.

Gort
Aug 18, 2003

Good day what ho cup of tea
I will say, I'm a bit clueless with what to do regarding stability when I'm not playing a builder culture. I spam out districts all day when I'm a builder, but there aren't enough stability-granting buildings (at least in the early game, I'm currently Celts) for me to build a lot of districts when I'm not a builder culture.

Dr. Video Games 0031
Jul 17, 2004

Did this patch add a real late game? Or do the last few eras still only last 10 turns each?

Gort
Aug 18, 2003

Good day what ho cup of tea

Dr. Video Games 0031 posted:

Did this patch add a real late game? Or do the last few eras still only last 10 turns each?

I haven't reached the late game yet but it sounds like they removed some of the causes of the lategame acceleration. Like Turkey's science bonus went from 300% to 5% and France's science bonus only applies under specific circumstances rather than being always-on, so blowing through the tech tree lategame in moments should be less of a thing.

The other things they list in the update regarding this are:

quote:

Reinforced strength of quadratic Growth portion of Population consumption and lower the linear cost increase.

Added a second exponential factor to grow District construction costs faster when reaching higher numbers.

Applied a different scaling factor based on already researched Technologies on Tech Tier costs for Medieval Era and above.

So looks like fewer population, fewer districts and more expensive techs, especially in the late-game.

Gort fucked around with this message at 11:32 on Nov 5, 2021

appropriatemetaphor
Jan 26, 2006

I lost my first game in the patch when my vassal suddenly build 16 units declared independence and killed me :psyduck:

I’d done Egypt —> Maya and it seems like districts got more expensive, like it’d be 7 turns for a district but 2 for some poo poo infrastructure.

So I dunno, seems better. Was in Empire diff though, and somehow the first couple AI were 2k ahead in foundation points or whatever

Started a new game on default difficulty and now chugging along on nicely as harrapans so see how it goes

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


Carrot posted:

Yeah, the beta had adjacency stability of -5/20/45 and removed the stability from wondrous effects from luxuries. It got kept out since it tends to lead towards cities being snake/tendril-like and imo it took out some of the decision from city planning.

Dev comments on g2g board have said they plan on taking another look at stability in future patch.

Ah right, that explains it and yeah, it did produce weirdly snakey cities. Though it wasn't that hard to deal with once you had commons quarters, which kind of points to them being a weirdly late unlock. Pretty sure people discovered getting wasted and making jokes earlier than the classical era.

Half of Dracula
Oct 24, 2008

Perhaps the same could be
Why doesn't the drat UI show science per turn with all the important stuff, I gotta click into another menu, come on

appropriatemetaphor
Jan 26, 2006

The battle calculator said the Mongols were favored lol

Dr. Video Games 0031
Jul 17, 2004

Gort posted:

I haven't reached the late game yet but it sounds like they removed some of the causes of the lategame acceleration. Like Turkey's science bonus went from 300% to 5% and France's science bonus only applies under specific circumstances rather than being always-on, so blowing through the tech tree lategame in moments should be less of a thing.

The other things they list in the update regarding this are:

So looks like fewer population, fewer districts and more expensive techs, especially in the late-game.

I guess I won't know until I get to that point in a campaign, but the one thing that concerns me about this is that it could make production even more important than it already is. They should make population better to compensate a little for the other changes they've made. Then maybe food would be worth focusing on.

Staltran
Jan 3, 2013

Fallen Rib
Food has diminishing returns, so I doubt it's ever going to be worth focusing on.

appropriatemetaphor
Jan 26, 2006

Dr. Video Games 0031 posted:

I guess I won't know until I get to that point in a campaign, but the one thing that concerns me about this is that it could make production even more important than it already is. They should make population better to compensate a little for the other changes they've made. Then maybe food would be worth focusing on.

That's what I've found in my game, the increased cost of districts means you have to go ever harder into production because there's no other way to science/money/food

camoseven
Dec 30, 2005

RODOLPHONE RINGIN'

Staltran posted:

Food has diminishing returns, so I doubt it's ever going to be worth focusing on.

Gotta have food to make armies!!!

appropriatemetaphor
Jan 26, 2006

I don't think the AI knows how to cross water? Playing on 100% land is the way to go it seems

Banana Man
Oct 2, 2015

mm time 2 gargle piss and shit
Any really crazy broken strategies in this game?

appropriatemetaphor
Jan 26, 2006

Build makers quarters

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

Banana Man posted:

Any really crazy broken strategies in this game?

When in doubt, choose the civ that has elephants

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
It's beyond stupid that horses are a limited resource when elephants aren't.

Elephants should not be more common than horses, you idiot devs.

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


Banana Man posted:

Any really crazy broken strategies in this game?

The best way to beat the Huns/Mongols is to be the Huns/Mongols.

Also never bother capturing territory and holding it, just raze every province you capture and claim it for yourself so that when you win the war after capturing the enemy captial you don't end up with your spolts being 100 gold and two outposts in the middle of nowhere.

camoseven
Dec 30, 2005

RODOLPHONE RINGIN'
Expansionist stars went from "impossible to get" to "impossible not to get". Thinkin that might need a bit of balance still

Jaytan
Dec 14, 2003

Childhood enlistment means fewer birthdays to remember

camoseven posted:

Thinkin that might need a bit of balance still

New thread title IMO

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


It seems that if your city is on a tiny island, fleets can't disembark and you can take out a 27 unit Mongol horde with three drafter gunners.

Danann
Aug 4, 2013

Powerful Two-Hander posted:

It seems that if your city is on a tiny island, fleets can't disembark and you can take out a 27 unit Mongol horde with three drafter gunners.

:japan:

down1nit
Jan 10, 2004

outlive your enemies

Powerful Two-Hander posted:

It seems that if your city is on a tiny island, fleets can't disembark and you can take out a 27 unit Mongol horde with three drafter gunners.

I see no problem here gameplay wise. In fact I am super jealous and kinda want that save file. Hopefully they can fix that though the Mongols don't deserve to die in sailboats.

I fear they may fix the hilarious one by one suiciding of weak units in pointlessly outmatched battles they initiate for no reason. I genuinely love watching that.

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


They continued to throw 7 stack hordes at me for the rest of the war, the draftees ended up as rank 3 veterans and must have killed 50+ Mongols between the three of them.

It only stopped because I finally got some of my own troops over to their continent and captured a city, crushing their war support.

Dr. Video Games 0031
Jul 17, 2004

Powerful Two-Hander posted:

It seems that if your city is on a tiny island, fleets can't disembark and you can take out a 27 unit Mongol horde with three drafter gunners.

Now this is what I call historically accurate gameplay.

100YrsofAttitude
Apr 29, 2013




Well the mac update finally got released, but it doesn't run on my old macbook air. I guess it's the graphics card, because the processor is fine.

Pity. It does a few things and then screen will freeze as the sound plays. Oh well.

Booted up Civ 5 again, but it lacked something.

down1nit
Jan 10, 2004

outlive your enemies
If you have a MacBook air you don't have a graphics card, just the built in Intel graphics. Maybe that's why?

Does anyone else here watch JumboPixel?

Megazver
Jan 13, 2006

Powerful Two-Hander posted:

It seems that if your city is on a tiny island, fleets can't disembark and you can take out a 27 unit Mongol horde with three drafter gunners.

I think this might be how it worked in the last few Civs as well, tbh.

camoseven
Dec 30, 2005

RODOLPHONE RINGIN'

Megazver posted:

I think this might be how it worked in the last few Civs as well, tbh.

Nah you just build a few battleships and blow their coastal cities to smithereens

Failboattootoot
Feb 6, 2011

Enough of this nonsense. You are an important mayor and this absurd contraption has wasted enough of your time.

camoseven posted:

Nah you just build a few battleships and blow their coastal cities to smithereens

Oh it's the same in civ, or at least was, haven't tried in forever. You can't take coastal cities with battleships, they're ranged. And if said coastal city is on a 1 hex island, then disembarked melee ground troops can't attack the city to claim it after you finish bombarding it with battleships. You need 1 melee ship to get in there and actually capture the city.

Ainsley McTree
Feb 19, 2004


I could have sworn I took a city with nothing but ranged naval units, I think all you have to do is kill all the defenders.

Gort
Aug 18, 2003

Good day what ho cup of tea
Wow, they really did make district costs escalate big-time in the last couple of patches. No more mega-snowballing of production, but now I'll have to come up with a new strategy for district-building. You still seem to need a ton of production districts due to the increased cost of districts.

LLSix
Jan 20, 2010

The real power behind countless overlords

I just picked this up since it was on sale. Any advice on when I should pick the Customary Laws (half cost outpost setup) vs Codified Laws (-20% cost for Attach Outpost and Absorb City)? The fluff doesn't move me either way.

Half of Dracula
Oct 24, 2008

Perhaps the same could be
I usually get Customary Law early to get my outposts down, it's a huge discount and after the first couple outposts you really get charged a lot of influence

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


Absorb city is worthless by the time it's any use because it'll still cost you 10k influence even with the discount.

I'm finding that on "civilisation" difficulty I can generally win on fame if I get a decent start that doesn't lead to getting slammed with non stop wars from neighbours, but hitting the actual victory conditions is much much harder because of the cost scaling that prevents a science snowball until right at the end, and the fact that it's impractical to specialise cities because you've got to have a shitload of production districts to be able to build any others.

I've also never fought a modern war because by that time you're either an unstoppable production machine or you've already lost.

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Jaytan
Dec 14, 2003

Childhood enlistment means fewer birthdays to remember

LLSix posted:

I just picked this up since it was on sale. Any advice on when I should pick the Customary Laws (half cost outpost setup) vs Codified Laws (-20% cost for Attach Outpost and Absorb City)? The fluff doesn't move me either way.

It isn’t a permanent decision. Generally cheaper outpost setup is better earlier, and the attach/absorb discount becomes better once the map is gobbled up.

If your map has a new world this might get flipped on its head a bit when the new world is discovered.

A thing that was not obvious to me for an embarrassing long time: territories claimed by other players but not attached to a city (ie the ones that appear striped on the map) can be taken by force without declaring war if you haven’t signed a non aggression pact. Raze the other players outpost and it will become neutral territory again. You will take an opinion penalty for this.

I’ve noticed the AI generally doesn’t take advantage of this. I don’t believe I’ve seen an AI raze my outpost except for independent people who need to found their city. Most of my games I end up claiming territory well before I want to integrate it into my empire.

Powerful Two-Hander posted:

Absorb city is worthless by the time it's any use because it'll still cost you 10k influence even with the discount.

I'm finding that on "civilisation" difficulty I can generally win on fame if I get a decent start that doesn't lead to getting slammed with non stop wars from neighbours, but hitting the actual victory conditions is much much harder because of the cost scaling that prevents a science snowball until right at the end, and the fact that it's impractical to specialise cities because you've got to have a shitload of production districts to be able to build any others.

I've also never fought a modern war because by that time you're either an unstoppable production machine or you've already lost.

Same but on humankind difficulty. The difficulty levels feel like they shift how long it will take you to a ball out of control not anything about how the AI behaves. There’s also a ton of things where the AI just doesn’t know how to play the game: my favorite example is they will lose walled city sieges to chariots.

Without siege equipment chariots can’t breach walls so one should never lose that fight as defender, but the AI will happily suicide its dudes earning an L in the process. Similarly the auto resolve loses the fight for the defender.

I really don’t know how they balance this game to play against AI: too many compound interactions that blow up once you’ve stacked a few up. The mechanics lend themselves to a player snowballing out of control — if the AI played properly they’d be impossible to catch once they were ahead.

Jaytan fucked around with this message at 00:23 on Nov 28, 2021

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