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Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

James The 1st posted:

Well, considering GMG is in Britain, I wouldn't expect keys until businesses open there GMT time (which should probably be in a couple hours).

Well at least I'm a west coaster so it's only 9:30 here.

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Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
So I was going to post a save for people to play in the steam group, but ran into a snag in that I couldn't seem to post images in the comment form or discussion thread. So instead I just made a thread in LP.

Let's All Play Civilization 5: Brave New World. Join the Orgy Porgy!

First game is as Brazil. It'll only work if people contribute!

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Hieronymous Alloy posted:

Half-price settlers?

Settler replacement that ignores terrain and has the combat defense of a scout. Call it Pioneer.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
I'm going for a cheevo run with Poland winning space on a huge Earth map on king. I haven't played Poland yet but I remember hearing there's some pro strats associated with them. Someone want to fill me in so I don't have to dredge through civfanatics?

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Well that turned out to be a really easy game. Started in mainland Asia with Washington next door in the Gobi. He was kind enough to found a religion with desert folklore and wonder spam a bit, including Petra. So after I was done with him it was smooth sailing till the end. I was hoping to pick up the XCOM achievement while I was at it but there wasn't an AI army in the world capable of killing one in a turn :/

e; And I did completely fill out tradition, liberty, patronage, rationalism, AND all of freedom.

Fledgling Gulps fucked around with this message at 09:17 on Sep 16, 2013

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
That means annexing cities though.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
If it was early to mid game then I could see it being good, but 1455 (dunno what 311 turns means since it's obv. not standard speed) it's a bit late. At 9 pop it could work the 3 fish and 6 mines without starving. Send it food and it wouldn't take too long to get there. At 11 it could work the sheep and quarry too. Almost all the hexes are either resources or hills so they're not /that/ bad despite being tundra and ice.

I would guess there are still better spots out there for late expansion.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Ah, I forgot snow hills are poo poo. Got them confused with desert hills I guess.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
:toot: Unlocked 50% of the achievements. Most of what's left are "win as X" or scenario specific so I probably won't bother.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

I am Reverend posted:

Come at me, floating gardens.



There was a fifth flood plains wheat to the northeast and the ruins had had a survivor in them.


My favorite is the Krogan civilization mod. 100% faster population growth, -66% science.

Is splitting resources something people do much of these days? If I found a spot with that much food in civ 4 I'd try to cram as many cities in there as possible and micro manage who was working what when to maximize growth.

But in 5 with the expanded radius of cities and tile yields not being quite as important, combined with the culture and science costs, I'm not really doing it anymore.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Your culture becomes influential with a foreign civ when you've exported more tourism to them than they have generated culture. You'll get percentage bonuses for things like open borders, trade routes, same religion/ideology, and having a diplomat in their cap so try to get your +% as high as possible.

Pump out science so you can beat everyone to the end game where most of the tourism multipliers unlock. Build the guilds early and use the GP they generate on works. Try to grab any wonders with great work slots and get the themeing bonus for them.

Landmarks give tourism with hotels/airports so use archaeologists for them if your city can work it but take artifacts otherwise.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Can't you just abstain from the vote? Or are CS allies alone enough to do it?

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Trade routes was the perfect time to reintroduce plagues unhealthiness.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Maybe they should work oppositely than they do now. Start very expensive and get cheaper with every basic building built. And remove the every city requirement.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Arg! What is the point of buying votes if the AI can double dip and vote yea and nay on the same ballot?

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Ah now in the same game Maria is drinking my Prora milkshake. I went hard on tourism as early as possible, going wide with Byzantium and taking monasteries, cathedrals, and pagodas plus the reformation belief giving them tourism points. Worked well enough that after I took autocracy the second civ to reach an ideology also took it and then beat me to flight.

This feels like one of those games I know I'll win eventually but don't really want to bother.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
I played out my autocracy culture game, overall it was a really refreshing and fun game. Going with Byzantium and a super tourism religion worked perfectly. I had seven cities all with three religious buildings with +2 tourism each. By the time I got to ideologies I was already influential or very close to it with four of the seven AIs. Autocracy helped me go murder the super culture AI and strategic use of defensive pacts let me leverage Cult of Personality with the 2nd place culture AI. Everyone taking autocracy after my example also seemed to break up the hug box and start a bunch of wars so the last holdout ended up getting conquered by a third party.

I barely even focused on culture itself. I only built the Sistine Chapel and captured the Parthenon and Uffizi. Finished Tradition and Piety and got consulates but only opened Rationalism and Aesthetics. Still managed to win before the first diplomatic victory vote though.

Plus, check out this UU synergy! How often do you get to see that? (outside Atilla I mean)

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
I think I just built another sea trade route, only had one up at the time of that shot. Also I want to say one of the Dromons ended up sinking and I lost a melee unit. It's also important not to forget to set up city connections as soon as they will be profitable.

e; also, ~~Tithe~~

Fledgling Gulps fucked around with this message at 01:14 on Oct 4, 2013

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Phobophilia posted:

I've been starting to wonder if I should bother with going straight barrage/accuracy 1-3, then the range/logistics tier of promotions. Maybe I'm not enough of a warmonger, and tend to play standard/quick but I've been finding that wars are over far too quickly before I can jump from 60xp to 100xp so to get range or logistics. And in MP, there's no guarantee that your 100xp superunits will even last against someone who wants to kill them (especially once bombers come into play). So it might be better to focus on outproducing your opponents and put your promotions that have more short-term payoffs.

I've seen Yoorus making use of the Volley promo, because it's a good way to break cities and fortified units.

I'm with you. On standard speed I build units for the war at hand so I'll take volley on siege engines and if they live long enough after that, cover.

The exception is navy, because I really like range/logistics frigates.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
It doesn't show up if they've opened the tree but not taken any policies from it yet. Bit of an oversight.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
I think navies and sea trade routes are worth it, generally.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Finished a post-patch Germany game. I think I like the Hanse. Its bonus is really good but not only do you have to make less lucrative trade routes (though I guess that's offset by putting banks everywhere), you also have to stay on top of the world congress to make sure no one tries to embargo them. And they will, just to spite you. It's all kinda high-effort but I guess that's a good thing.

A library or public school replacement that works like the burial tomb but gives the conqueror science could've been fun too.



Also, a common question is if moving your initial settler is worth it. In this game I didn't settle until turn 3. My original spawn was about a quarter tundra but I spotted a plains/river area nearby with 4 wheat and 3 salt. Conquered Poland and China before turn 75.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
There's usually time to pump out some units after you've got a monument/shrine/granary/library in the capital. If you take tradition you can even just take the freebie monument and you may not care about a shrine so that's more hammers for units.

I generally don't bother with walls, barracks, markets, or coliseums until later. Stone works, stables, and circuses on a case-by-case basis.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Triskelli posted:

To the person that gave all siege units 3 base range, did you do that as a mod or did you alter the game files?

Edit: and like was mentioned before, I think upping the base range by one is a good buff to give pre-artillery siege units some teeth in the field and more utility in city attacking without making them completely overwhelming. You still need melee fighters to screen them, and without the indirect fire promotion finding the right position is vital.

I know Firaxis is probably cutting development for the game after the incoming patch, but balance chat will never get old. One of the biggest problems I see people talk about is Great War Bombers. I've never really had occasion to use them but apparently the equivalent era fighters don't work that well against them? I always imagined early bombers as being underpowered and fragile, the only advantage being that there hadn't been methods of shooting them down perfected yet. But I guess I'm just miffed we don't have airships again.

Great war bombers are great for mopping up land units of the same era, fending off attackers or paving the way for your own army. Civ 4 air ships on the other hand were never as useful because they didn't do collateral damage and so only hit the unit at the top of the stack.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
So I guess the change to air basing, putting a cap at 6 or 10 with an airport indirectly buffs America, making the B-17 a bit more appealing. I've got a couple immortal space wins under my belt now, the US might be a good conquest civ.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
I've done conquest on emperor where it was on from turn 1, but I always have crap happiness and just keep up in tech. On immortal I'm thinking a late game push might go better.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Relin posted:

How do worker improvements work, do I get a benefit from things connected by roads etc. only when its built under a city's area of influence or anywhere?

Improvements don't need to be connected to a road. Roads are just for connecting cities to each other. Other than roads, improvements can only be built within your borders and a city can only assign a citizen to work the improvement if it's within 3 hexes.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Phobophilia posted:

Sounds like you're underbuilding ranged units. That's really the key to successful warfare. If you want early war, tech for Mining-Wheel-Masonry-Construction to get Compbows out, they are a big step up from regular archers and are useful for a long long time.

Why wait for composite bows? Forget waiting for masonry>construction and use chariots and spears. I actually like chariots a lot. They're cheaper, come sooner, have twice the movement and are only a single point weaker. Totally worth it imo.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Admittedly they don't have the longevity of the archer line so just take healing promotions and delete survivors when the war is over to save gpt. The goal is to take that juicy capital next door not make legacy super-units.

I usually don't go to war that early anyway for a whole bunch of reasons but on the occasions I have it's either basic archers or chariots. a force of composites just takes too long to get up and running and you have to go through stupid masonry first. At that point I'd just wait for trebs honestly.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
I've been able to take multiple capitals and still have friends. The dogpiling doesn't usually happen until you actually wipe out a civ or kill a city state. It's why AI Genghis often dies early, he takes a couple CS's and all his neighbors declare on him.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
So I've finished a few immortal games now, just wrapped up a conquest with America, and I found the jump from emperor a lot easier than I expected. Its certainly gone better than my pre-BNW attempts. I think this is entirely due to trade routes. Food ships/caravans are just so brokenly good. I think they were probably intended to help jump-start satellite cities but their true function is to deliver massive food surpluses to the capital for the whole game.

I've found I can usually wait until my third or fourth route to connect to anyone else. Selling luxuries for 7 gpt will get me by before then. I actually think they should probably be nerfed, maybe cut in half. As it stands an ancient era supply boat is as good as the Hanging Gardens. That's a little nuts.

Fledgling Gulps fucked around with this message at 00:18 on Oct 13, 2013

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

The Human Crouton posted:

Is immortal fun now? I've played an won at it before, but it was such a spreadsheet before. Can I use my Classical era(and previous) uniques to my advantage now, or is it completely composite bow oriented still?


Alex is easy mode in single-player. In multi-player: why haven't they killed you yet?

Depends on who you start next to I suppose. There's always AI that focus culture and wonders over everything else, they're easy pickings. In my America game I attacked Brazil with trebs and longswords while he had a handful of warriors and comp bows because he was going full wonder whore. But I've also seen AI get huge carpets of doom by then.

But I mean, once you get the pop you'll get the tech advantage. Once you have the tech advantage you can kinda screw around and do whatever.


Phobophilia posted:

They're better than HG, because (a) they scale to tech era, and (b) once you're happy with your capital's size (past 30 coastal, past 40 inland, you've probably hit diminishing returns), they can be turned into pure production.

In my Venice space win I think Venice had 54 pop by the end. And a lot of that was junk ocean tiles but who cares? That's more science and I had the happiness to absorb it so why ever stop growing.

Fledgling Gulps fucked around with this message at 00:36 on Oct 13, 2013

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Jastiger posted:

I'm getting frustrated with this science. I see people saying they win science by 1800 or some nonsense. I went all food, with a few wars in between major eras, and I'm still stiting at 342 science at turn 269. (1795 Normal speed). How in the hell do you guys do this mega science stuff?

that's a pretty low number if you've been actively trying for science. Have you built the national college? Universities everywhere? Working scientist specialists and planting academies?

what was your route through the tech tree? I'll usually prioritize education before doubling back for military/production techs. Science boosting social policies are also important. Open rationalism asap even if you intend to finish another tree first. The patronage policy that gives science is good too.

Finally, if you can try to settle next to mountains and jungle but not at the expense of food.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
So I decided to play around with some classic era rushes on immortal, since there seemed to be some doubt if they were viable. I used civs with early unique units and targeted my closest neighbor. In each of them I took Tradition to landed elite then switched to Honor for discipline. In a couple I even built Statue of Zeus.

First up: Polynesia vs. Ethiopia.

Total cinch. Could have done it with fewer units but he built the Terracotta Army so I assumed he'd have more units around. Those swords were upgraded from Maori.

Persia vs. Sweden.

Gustav put up more of a fight, had to kill a few units to get to him but again, no sweat. I could probably turn this army around and raze some Siamese cities easy. Also notice my masterful use of Darius' UA. :c00l:

India vs. Indonesia.

This may have been the toughest. Gajah had lots of units including spears so I had to be more careful with my elephants. I had to take Surabaya on the way to Jakarta just so I wouldn't be flanked. But even if I were planning to play out this game for reals that wouldn't have been a terrible idea. Surabaya will be a good city, it won't put me over 4 cities total and Gajah had a third somewhere so I didn't get the genocide penalty.

Celts vs. Spain

Terrain was a huge pain, the bows weren't able to help at all with the units around Madrid so I had to sit back and let them come to me. This gave Izzy time to materialize an army out of the fog in the east but I was still able to pull it off.


All in all, I don't know how those games would have fared in the long run. Persia and India I think are very winnable... Polynesia and Celts, maybe I'd be in for a tough game. And usually of course I'd never open Honor at all. Dunno if I proved anything really but it was a fun afternoon.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Dr. Video Games 0031 posted:

Only in the beta patch.

I am running the beta. But start biases aren't sure things. vOv

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

SlightlyMadman posted:

Move your starting warrior in the direction that seems most likely to reveal a good start (along a river, near a mountain, along a coast, etc.), and pick your spot from what you can see there at that point. It's ok to spend a turn or two moving a settler into place, but you probably don't want to explore with it.

Or use Really Advanced Setup and set starting visibility to 10 :hehe:

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

Doctor Spaceman posted:

Games Informer posted:

Two new map packs are arriving to Civilization V, both based on the popular Scramble for Africa scenario from the Brave New World expansion. The first map pack is called Scrambled Continents and has already been released. The other, Scrambled Nations, will release on November 5. Both packs cost $5.

Like the Scramble for Africa scenario, the map packs put players in a recreation of a continent or country. Resources and natural wonders are randomly generated to make each game different from the last.

Scrambled Continents includes maps for “Africa, Eastern Asia, North and South America, Western Europe, Middle East, a thawed Antarctica, new scripted maps for Small Continents, Oceania, and one map including all of Earth’s continents.”

Scrambled Nations includes maps for “Canada, Australia, Japan, Scandinavia, Great Britain and China.”

Australia is a continent too! :australia:

Oh huh. I was actually looking for a good Americas map mod the other day but couldn't find any decent ones. Might actually pick that up. Didn't expect that.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
I like 2/2 tiles more than 0/3, but by chemistry I'll usually switch back to mines. The exception is desert river hills w/ Petra. Those will stay farms forever.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.

SlightlyMadman posted:

I'm playing a 22-civ TSL Earth game as Spain, and I'm off to a great start. I got the pantheon that gives you +4 faith from natural wonders, so Rock of Gibraltar is a massively broken super-tile. I also just settled Suez so I have a canal and Mt. Sinai. I might have to stop expanding because everyone is started to hate me and I've had several DOWs, but even with just those two wonders I've got some insane faith production.

I'll have Liberty finished up soon, and I'm thinking of going Piety as a secondary tree. I've only picked Piety once in BNW, as a first tree, and it went poorly, but I'm thinking it will work better as a secondary tree, instead of Patronage.

since you're generating tons of faith take the reformation belief that lets you buy any great person.

Maybe I'll try a huge tsl earth game. I've been frustrating myself trying to start a Polynesia game on lakes just because I have this image in my head of medium sized sea-lakes completely encircled by maoi. But actually finding one without any resource tiles or CSs is too hard.

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Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
G&K also added melee naval units which can take cities and make naval combat a bit more interesting.

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