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Bro Enlai
Nov 9, 2008

Pancakes by Mail posted:

It's been that way since I ordered it about three days ago, but I'm really not that concerned. The amount of people using them makes me feel pretty okay that they're not some fly-by-night company who's going to take my money and act like they never got my order or something.

Yeah, I got G&K through them and they didn't screw me over or anything. That said, drat it I might actually get poo poo done tonight

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Bro Enlai
Nov 9, 2008

Just got my Steam key from GMG.

Bro Enlai
Nov 9, 2008

Bashez posted:

Trade routes moving food between your cities is incredibly overpowered. Endgame I had 40 pop cities because each route was 12 or 13 food for a total of ~50 extra food for my 3 city empire. Even early game they're 4 food when you pop down a new city, they're fantastic.

Rationalism got better because of the amount of specialists you can get from this and the increased specialist slots from the guilds.

That, and the science penalty for additional cities puts the kibosh on wide science*. My poor puppet empires...

* Well, not really... you can probably overcome the 5% penalty if you get the new city big enough to take a university and its 2 scientists.

Bro Enlai
Nov 9, 2008

Ulvirich posted:

I found this natural wonder too and let's say I mapped out the rugged continent I was on lickity split. Scouts moving four god drat tiles a turn over hills, forested or not? Yes, please!

Are you serious? That sounds like an unintended feature--Incan Scouts don't move 4 turns over hills.

Bro Enlai
Nov 9, 2008

Fryhtaning posted:

Scouts and the Inca both ignore penalties due to hills, but they still (generally) only have 2 movement points to begin with. Scouts ignoring movement penalties + double movement in hills = 4 movement points in hills. The math seems to work out for me.

Right, it just seems inbalanced, but then again there's the Fountain of Youth (has that changed at all?)

Dr. Video Games 0031 posted:

According to Mad Djinn's stream a few days ago, it's not that major of a penalty, it only really deeply impacts super wide empires that are nothing but size 2-3 cities. Which has always been a play style Firaxis has been trying to discourage.

That seems correct to me. Say you want a 400 beaker tech. If you have 4 cities, each one needs to create 115 beakers (400 * 1.15 = 115 * 4). If you have 10 cities, each one needs to create 58 beakers (400 * 1.45 = 10 * 58). I don't have the science formula in front of me, but I think that's a reasonable amount if each city has a university, 2 scientist specialists, and 8-10 population?

Bro Enlai
Nov 9, 2008

Kanos posted:

Cargo Boats don't work like normal units; instead they operate like airplanes that run on a fixed route, complete with needing to rebase them if you want to change the source of the trade route. They can be attacked en route but their movement rate has nothing to do with the amount of distance they can travel or how much gold the route is going to bring in. Your trade routes have a set distance limit based on the techs you've unlocked/buildings you have, and once you set one up you just get flat GPT until the route gets blocked/pillaged or you end it.

So if I'm reading you correctly, the GPT from a trade route is calculated at the time you create the trade route, and it remains the same until the trade route expires? If so, it sounds like you could game the system by adjusting specialists to maximize the city's GPT on the turn you create the trade route, and then set them back once the route is running.

Bro Enlai
Nov 9, 2008

eXXon posted:

I thought the point of IP was just to increase the range of influence and get more cities pressuring each other.

That's correct, it increases the effective range of pressure from 10 to 13, but it doesn't increase the actual amount of pressure. So IP is good for creating interlocking fields of pressure, but it doesn't help you with those critical first few spreads. Even when I go IP, I usually build a missionary or two early.

Bro Enlai
Nov 9, 2008

Joink posted:

Trading away was much harder than acquiring the bonus luxury resources as I was labeled a war monger by most everyone that game.

It seems like it's easier now than before to get declared a warmonger. I got warmonger status pretty much the second I DoW'd China. Well, in for a penny, in for a pound, I decided, and knocked China and the Maya out of the game.

Bro Enlai
Nov 9, 2008

Waffles Inc. posted:

It should just do lorem ipsum or something once it's out of pre-loaded works.

"I would a muffin from the coffee shop! Mmmmmm! Actually even more so because I knew they," by Horse_ebooks, Renaissance America

Bro Enlai
Nov 9, 2008

Nutmeg posted:

I think I'm a retard, and I haven't seen it asked yet. Once you make a trade route can you not cancel it? The food im spreading around my civ is over populating my poo poo.

You have to wait out the 30 turns. If you don't like that, you could let barbs pillage the route?

Bro Enlai
Nov 9, 2008

Speaking of Honor, I wonder how feasible it would be to let your happiness tank and farm the rebels for culture. I dipped to like -13 while I was taking over my continent as Assyria, and I noticed I was getting the barbarian culture bonuses for killing the rebel units.

Bro Enlai
Nov 9, 2008

Platystemon posted:

Twenty with Venice. :getin:

Incidentally, Treaty Organization with Venice is pretty absurd. By the end of the game, I had every single CS at about 300-400 Influence.

Bro Enlai
Nov 9, 2008

Most people I know run some variant of scout-monument-worker. Maybe a second scout if you're on a map bigger than Standard, and it's also good to try and get a granary and/or shrine in early. In the very early game, it's important to explore a lot, get lots of ruins, and grab the money from being first to meet city-states. Meeting lots of city-states early also lets you do more quests, while meeting lots of civs early lets you get techs for cheaper.

Another important early-game element is managing tech--it's easy to fall behind by researching blindly without a particular goal. For example, Archery is usually a bad first pick because it doesn't contribute directly to boosting science or getting luxuries connected. Connecting luxuries early is slightly less important than it used to be since you can't sell them off as easily, but it's still good to stay ahead of the happiness curve. In general, most people broadly aim towards the research-boosting techs (writing, education, scientific theory and so on), only taking detours to pick up production, resource, or military-related techs as necessary. If you get Education early, you can double back for Machinery faster than if you went the other way around.

In short, try not to research a tech before you need it. Because research is always needed, that makes the research techs a high priority.

Bro Enlai
Nov 9, 2008

Heavy Lobster posted:

Wait, how? Is this one of those weird mechanics that the game just never tells you about unless you dig around in the micromanagement of it, or does it tie into some sort of strategy?

Yes, the more civs you know have a particular technology, the cheaper that technology is to research for you.

(Incidentally, this is another reason to beeline your techs--it's easier to backfill techs from earlier in the tree if you hold off a bit until they become common knowledge)

Bro Enlai
Nov 9, 2008

isndl posted:

Civ5 war strategy is get a big backbone of ranged attackers, with a handful of melee units to screen and actually capture cities. Modern Era means you have access to Artillery (base 3 range and Indirect Fire, it's very solid) and Bombers (awesome range, rush Air Repair as soon as possible and you can basically use them endlessly). Use your melee units to spot and absorb damage, shred anything that walks up with overlapping fields of fire, eventually bombard cities to zero and then walk in with your melee.

Artillery is available as soon as Industrial, and it's nice because Chemistry and Fertilizer are on the way to its tech and give some nice food/production bonuses. Also, try to finish off wounded units--if the computer starts the turn with a unit at red HP, they'll heal the unit (through pillaging your tiles and/or burning a promotion opportunity) and/or retreat it to bother you later.

Planes are really the key to modern warfare--with all the experience buildings plus Brandenburg Gate, you can have your bombers start with Air Repair. 6-10 of those, plus a lancer or something to grab cities, will win a war all on their own. Just be sure not to lose your forward air base.

Bro Enlai
Nov 9, 2008

Away all Goats posted:

In addition to what others have said (get bombers/artillery, focus fire, etc) do not neglect your air defense. The AI loves its bombers too, and if you don't have fighters or ground AA they can quickly chew up your units.

Artillery is especially vulnerable to bombers. Fortunately, the AI is pretty stupid about carrying out air sweeps, so leave your army within range of some AA guns (or a city with several fighters set to Intercept) and watch the AI suicide all their bombers.

Bro Enlai
Nov 9, 2008

Periodiko posted:

Weeeeelll you've gotta remember you can use Great Generals and Great Admirals for this, so you can make a ton of war, and then after you finish conquering, gift all your great generals to city-states for a massive diplomatic boost.

You can also donate captured Great Prophets--or if you like, donate your own once they're down to 1 spread left.

Bro Enlai
Nov 9, 2008

UberJumper posted:

- Should i always build my city next to the coast?
- How can i get the AI to stop settling settlers in the middle of my empire. For example in my current Elizabeth traveled a fair distance just to plop a settler down next to my capital.

1. Depends. On one hand, it's nice to be able to establish sea trade routes and build naval units. On the other hand, that stuff isn't immediately relevant in the early game, so if you see a nicer spot inland (rivers, lots of resources, hill location, next to a mountain, etc.), you should go for it and expand to the coast later. Of course, if you're Venice, you should absolutely drop your capital on a coastline.

2. ^^^ I agree. It's unavoidable to have a few pockets of unclaimed space within your lands, but you should surround those pockets with your tiles in order to prevent enemy settlers (or hell, scouts who want to see where your capital is) from getting inside. I don't buy tiles often, but this is one reason to do so.

thehumandignity posted:

What changes are those? I didn't notice any difference.

Lighthouses now give bonus production per sea resource, which is really nice and makes coastal cities a lot more viable.

Bro Enlai
Nov 9, 2008

ufarn posted:

Can someone give me a very basic outline of the (earlier) technologies I should pursue as a Cultural Ramses?

Early Education is a must for almost every kind of play. The fact that key cultural and religious techs (Drama and Poetry, Philosophy, Theology) are on the way to Education is just gravy.

Usually I'll just get the techs for my luxuries, as well as Writing for libraries (The Great Library if you believe you can get it in before turn ~55) and The Wheel for city connections, and if I don't have any pressing military needs I'll move towards Philosophy for the National College, and continue on my way to Education from there.

e: also Animal Husbandry to start some caravans off, depending on when you start to feel the money squeeze

Bro Enlai
Nov 9, 2008

Muscle Tracer posted:

With the various boosts to Great Person improvements, and the gold boosts from markets/banks/stock exchanges and Golden Ages, they can end up worth quite a lot more than the base 4g/turn.

e: with Economics (+1) and Freedom (x2), they become worth a base of 10, which comes out to 18 with a Market/Bank/Stock Exchange, or 20 with both buildings and a Golden Age. Even more if you've got the first Policy in Commerce and it's in reach of your Capital. If my math is wrong on this please correct me!

I'm fairly certain the relevant Freedom policy only doubles the base yield of a GP improvement--meaning you'd get (4 x 2) + 1 = 9 and not (4 + 1) x 2 = 10. Not a huge deal, but it is something to consider, especially since Freedom comes so late.

Bro Enlai
Nov 9, 2008

Pvt.Scott posted:

Terrible newbie questions here, as I never was very good at Civ. I just bumped myself up to king :ohdear:

When you chop down a forest, you get 20 hammers in the nearest city correct? Does the forest have to be in your territory? Also:

Do unused hammers from that bump go to your next project?

Let's assume I'm Ramases with connected marble and the Monument to the Gods pantheon. If I chop a forest while building an ancient or classical wonder, do those hammers get the bonus? (20% racial, +15% marble?+15% pantheon)

All unused hammers go to the next project, up to a cap of either A) your hammers/turn, or B) the cost of the last item you built, whichever is greater. More details on CivFanatics

Bro Enlai
Nov 9, 2008

Dr. Video Games 0031 posted:

I don't know the law too well, but in America I think if you stick to just a five second clip or whatever, you don't actually have to pay royalties. There's a certain limit on what you can use freely. Also using made up names would kind of go against the spirit of the game.

edit: This could just as easily be an issue with laws different country to country, though.

This isn't true. While fair use does take into account the portion of the original work being used, it's only one of four factors, and there's no hard limit. In fact, in Elsmere Music v. NBC, the defendant used only four notes and they still lost.

Back on topic, last night I tried bribing my neighbor (Pachacuti) into a really early war against my other neighbor (Isabella) as a distraction while I built up for my own attack. I was surprised how cheap it was. He asked for like 1 spare luxury and 1 GPT. Anyway, I crippled Isabella pretty badly, got the mutual war bonus with Pachacuti, and stayed friends with him for the entire rest of the game. Maybe I'll try pitting AIs against each other more often.

Bro Enlai
Nov 9, 2008

I can't think of a single game I've played where Alexander was included and didn't get Hostile at me...

Bro Enlai
Nov 9, 2008


One time I saw Mongolia capture a city-state with nothing but triremes. It was weird

Bro Enlai
Nov 9, 2008

Dr. Video Games 0031 posted:

Do you have an autosave you can upload? I've never noticed anything like that. Every time an AI gets a wonder, it seems to do it legitimately. Well as legitimately as an AI can, what with their bonus beakers and hammers on higher difficulties.

Clearly she just used hammer overflow really well :pseudo:

Bro Enlai
Nov 9, 2008

Vengarr posted:

My idea: replace the Minuteman with the Frontier Fort--a Walls replacement that gives no defense bonus, but costs no upkeep and reduces the culture/gold cost for acquiring tiles for that city. Change the UA to "Monopoly: Each additional copy of a Luxury Resource you already own gives +1 happiness. If you control all copies of a Luxury Resource, each copy gives +2 happiness and +2 Gold."

Walls already cost no upkeep...

Bro Enlai
Nov 9, 2008

BadLlama posted:

So I found a mod that will let me stop technology advancement at the classical age. I am thinking Persian civilization for this. Immortals are cheap units but quite awesome with the heal and their unique building cost no maintenance provides bonus gold and +2 happiness which will be hard to come by in a classical era only game. I don't know why I have such a boner for doing this but it seems like it'll be fun.

How do you intend to build the Satrap's Court (Bank) in a classical-era-only game?

Bro Enlai
Nov 9, 2008

Varjon posted:

I'm fairly certain you may still get warmonger penalties with other civs, but you will get a diplomatic boost with the civ who asked you to go to war. 'Fought against a common enemy' or something like that, so it's important to weigh that in the diplomatic decision. The warmonger thing is ridiculosuly easy to get, but how the other civs feel about you and the civ you're at war with does play into whether you get it to some degree. No one complained in my last game when I sneak attacked Alexander because literally everyone hated him.

Yeah--if I can help it, I usually hold off until I get multiple civs asking me if I want to beat up on another civ. Obviously this works best against someone like Genghis or Alexander who makes enemies easily.

Bro Enlai
Nov 9, 2008

Dr. Video Games 0031 posted:

Ideologies also tend to make people really forgiving of their ideological partners. The diplomatic modifiers ideology give are maybe too strong. Hiawatha seems to want to always be a bro no matter what, but most other AIs will never sign a DoF with a civ of another ideology, and you very often see wars break out between the different ideological factions with many of the civs from both sides taking part. I guess that's cool, but it tends to override all other diplomacy.

I would like the ideological blocs better if your relationship with a civ had some bearing on what ideology they choose to take. As it is, it's kind of a crapshoot whether my game-long bro is going to follow my ideological choice or not.

Bro Enlai
Nov 9, 2008

Hannibal Smith posted:

Yeah, I run into that problem nearly every game (seriously, I never seem to have coal in my borders). It's kind of annoying, and there's not much you can do beyond waiting the arbitrary number of turns it takes the city state to get the tech they need.

This is why I like to fill out Patronage, then maybe I'll get gifted a Merchant of Venice :getin:

Bro Enlai
Nov 9, 2008

BadLlama posted:

Does Genghis like Warmongers? I only ever see people tolerate them in the diplomacy screen but if there are civs that actually like warmongers I want to load a game up only with them and we could just have a 6000 year long brawl with no massive diplomacy implications.

Genghis dislikes warmongers. :iiam:

Bro Enlai
Nov 9, 2008

Kyrosiris posted:



I should not be allowed to rename things in this game.

Bro Enlai
Nov 9, 2008

The White Dragon posted:

I doubt it, an embarked Great General fucks up a Privateer just as much as another Privateer does without the Songhai promotion.

Does it seem perverse to anyone else that an embarked Great General can survive a brush with a melee ship, while a Great Admiral can't?

Bro Enlai
Nov 9, 2008

isndl posted:

They can't shoot over the heads of melee units anymore, but I'm fine with that since rifle units apparently can't harass at a distance without committing to a full melee. Hell, give everyone with a supposedly ranged weapon that Impi free attack. Lategame will be brutal slaughters and it will be awesome.

It's worth noting that Civ 4 did something similar with archers, guns, etc. having First Strikes. In that game, cavalry was pretty dominant because they were immune to first strikes and their extra move actually meant something.

Bro Enlai
Nov 9, 2008

Tiramisu posted:

So I've played like 250 hours of Civ 5 and I just discovered today that stacking a great general and a helicopter gives the great general the movement of the helicopter. Has this always been the case? I looked in the civilopedia and the wiki and didn't see documentation anywhere.

That seems odd. Was the helicopter upgraded from a Hakkapelita, by any chance?

Bro Enlai
Nov 9, 2008

I agree that it's a mistake to try to puppet too early as Venice. In the early game, CSes may be worth more as allies than as part of your empire, for a couple reasons: First, CS bonuses generally have more impact earlier in the game than later (especially Maritime CSes, although conversely, Militaristic CSes stay relevant for the entire game), and second, early on a CS won't have much to add besides maybe a couple improvements and a worker. Better to come along in the midgame when the CS has built up a solid core of units. You can surprise enemies this way by suddenly doubling your army size.

thehumandignity posted:

Luxuries are 240 gold on standard speed, 8 GPT for G&K, 6 GPT for BNW, embassy is 25 gold, and strategic varies based on the civilization's needs at the time (How much of that resource they already have, whether they actually have any use for it).

My understanding was that strategics go for 45 per piece, so long as they're current; you won't get anything for horses and iron in the late game. But this may have changed in BNW.

Bro Enlai
Nov 9, 2008

Ainsley McTree posted:

Is there a rule of thumb for when it's more efficient to spend a Scientist on a tech burst instead of on an academy? I know it's early game = academy, late game = science boost, but I'm wondering how I'm supposed to know when that cutoff point between the two is exactly.

I like to think in terms of how many turns I expect to be receiving the benefit from the academy, i.e. how many turns are left in the game. Say it's turn 200 and I believe the game will be over, one way or another, by turn 300. Let's estimate a marginal benefit of 15 BPT from the academy, after policies and city multipliers and stuff. So at that estimate, I can expect 1500 extra beakers out of that academy over the remainder of the game. A bulb adds 8 turns' worth of beakers, so if my beaker output exceeds 1500/8, or 188 BPT, then bulbing may ultimately be worth more extra beakers.

Of course, this is a very rough method. There may be other reasons to go with the academy (such as culture from that one UN resolution,) and on the other hand beakers now are generally preferable to an equivalent number of beakers later. But as a starting point for my thinking, this comes in handy.

Bro Enlai
Nov 9, 2008

Heavy Lobster posted:

Rather than rubber-banding, I'd be interested in a 4x game that focused on smaller, shorter games rather than long, sprawling ones. While it wouldn't fill the needs of Marathon or other heavily strategy-minded players, it'd definitely be interesting to see an entire game modeled around it (turning speed to Quick in Civ 5 just makes eras rush by a little too fast). Stuff like a radial tech tree rather than a linear one, an easier and quicker way to found cities with fewer penalties for doing so, etc. More built from the ground up than just scaled for smaller and faster stuff, really.

Completely different kind of game, but I'm a pretty big fan of Through the Ages--it's heavily inspired by Civ and uses broadly similar systems, but it's about 20-21 turns long and feels tight and tense throughout the entire game. I think one big factor is that you can't gain a decisive advantage, say on the level of taking the enemy's capital in Civ, in the early game. The really crippling military cards don't become available until the last handful of turns, and as a result, some players may be ahead of others, but every player more or less stays relevant until the end.

Bro Enlai
Nov 9, 2008

ETB posted:

What do people consider the highest difficulty when it seems like the AI is balanced to a skilled player without it being too frustrating?

Depends who you ask. The game says Prince is the most balanced, most people in this thread would probably say Emperor, and MadDjinn thinks anything less than Deity is baby school.

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Bro Enlai
Nov 9, 2008

Verviticus posted:

Yes, and if the person you voted for wins, they're your buddy forever and ever.

Unless they're America and they have a large land border with you. I had nothing but bright green modifiers with Washington and he backstabbed me anyway--fortunately, said border sat astride a desert that I'd thought to fill up with Kasbahs, machine guns, and upgraded Berber Cavs. :getin:

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