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the holy poopacy
May 16, 2009

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Periodiko posted:

So not only are the Kris Swordsman's magic blade upgrades random, but there are also a couple that are penalties. "Enemy Blade" makes you take 20 damage if you end your turn in enemy territory, and "Evil Spirits" gives you penalties when attacking and defending.

On the other hand, the good ones are really good (except the +50% to flanking bonus thing, which if it works like Hussars translates to +5% per flanking unit... blech.) Their options include full-heal-on-kill, boost healing by +20 HP/turn, and blitz with +1 move. Indonesia just sounds like such a hilarious goofball civ, between the random UU and a UB that powers up the more exposure you have to foreign religion. The free unique luxuries are also a fun ability that will probably carry them pretty easily on Small Continents/Archipelago maps.

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the holy poopacy
May 16, 2009

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eXXon posted:

One thing I noticed is that I started a religion somewhat late (I think the 3rd or 4th one in the world) and it barely spread at all. My second largest city is ... I think 7 tiles away from my capital and in 50+ turns I only got up to 4 followers + 8 pantheon worshippers. I'm going to have to check later to see why the pressure is so low, even after picking up Itinerant Preachers.

It's possible that pressure mechanics have changed with the introduction of trade route pressure, but if all you have is your Holy City this seems normal. You usually have to jumpstart the first few cities with a missionary before you get enough pressure to do anything; the only exception is if you can manage to convert a tiny city nearby early on, but I'm guessing that if you've got a later religion your core cities are all too large to convert quickly.

the holy poopacy
May 16, 2009

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Daaaamn, I am way off my game :( I'm having a hard time getting used to actually having to build settlers again, on top of building a bigger military and building caravans to fund it.

the holy poopacy
May 16, 2009

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UmbreonMessiah posted:

What are the Reformation beliefs granted by the final part of the Piety tree?

Charitable Missions: Influence boosts from Gold gifts to City-States are increased by 30%.
Evangelism: Missionaries' Spread Religion action erodes existing pressure from other religions.
Heathen Conversion: Missionaries convert adjacent barbarians to this civilization.
Jesuit Education: May build Universities, Public Schools, and Research Labs with Faith.
Religious Fervor: Use Faith to purchase Industrial Era (and later) land units.
Sacred Sites: All buildings purchased with Faith provide 2 Tourism each.
The Glory of God: Use Faith to purchase any type of Great Person starting in Industrial Era.
Underground Sect: Your spies exert religious pressure on the cities they occupy.
Unity of the Prophets: Inquisitors and Prophets reduce this religion's presence by half (instead of eliminating it).

the holy poopacy
May 16, 2009

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Do the costs scale with era though, like the religious buildings/Holy Warriors? The cost on schools and labs could get pretty obscene.

the holy poopacy
May 16, 2009

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Jastiger posted:

Are there any plans that anyone knows of to change some of the older Civ's abilites or units? I am starting up my first game and looking each one over and America, Byzantium, Spain and Sweden in particular seem super underpowered. I get an extra belief with a religion with Theodora, great, but that doesn't seem to quite be as powerful as DOUBLE TRADE ROUTES or BUYING CITY STATES. Same with the others I listed above. They seem to be just outclassed in every way.

At least the war-like Civs like Aztec, Huns, Zulu all make sense. They don't get other bonuses, but their role is warfare through and through. The others like America just seem like....meh. Extra sight and cheaper tile buy. Yay, I guess?

America has two extremely powerful UUs and can dominate in lategame warfare. Due to the snowball effect that early advantages have, this still puts them as one of the weakest civs, and the Shoshone UA outshines theirs by a large margin.

Spain is a little luck based but incredibly powerful and only got better; their UA means they usually wind up getting a massive pile of cash at a time when gold is very hard to come by in BNW, and there are several new natural wonders with good bonuses for them to exploit.

Byzantium is kind of gimmicky, the changes to Piety may help them out considerably. It remains to be seen how well it works.

Sweden is also kind of gimmicky but some people really like them, go figure v:shobon:v Being able to get +30-50% to Great People generation is pretty cool though, and they also have an extremely strong mid-late game UU.

(Also Aztecs and Huns are secretly really good at the builder's game thanks to an obscenely strong UB and free tech + resource bonus :ssh:.)

the holy poopacy
May 16, 2009

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Lorini posted:

Hi, thanks. However that's not what I meant, sorry. I see people discussing 'buying out' City States as if the City States no longer exist as independent states but perhaps as puppets. This is what I don't understand how to do, or why to do it?

People sometimes do refer to dumping money on city-states to ally them as "buying them out." Additionally, Venice can instantly puppet a city-state using a Merchant of Venice and Austria has the option to spend a bit of extra money on a city-state ally to puppet/annex them. So it's kind of ambiguous.

the holy poopacy
May 16, 2009

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Just finished a wide cultural game as the Huns. For a while it looked like the AI was a little smarter about victory conditions: the Shoshone were my main cultural obstacle and when I tried to get open borders from Pocatello he asked for 300 GPT and all my resources. But then I got within 20 turns and sent two musicians over to finish things off, figuring that the cost would be irrelevant if I won next turn, and this time he agreed to exchange Open Borders with no additional payment :iiam: I've never even see the BNW AI accept a payment-free open borders exchange without a DoF before.

I stayed almost entirely peaceful after :killdozer:ing Spain on turn 15 so I didn't get to see much AI warfare firsthand, but the AI definitely seems more tactically capable if AI vs. AI warfare is anything to go by. Virtually every single AI DoW against another AI led to cities changing hands, in contrast to the perpetual stalemates that the pre-BNW AI was prone to. I suspect part of this is that the AI is better about not pulling the trigger before it's ready, though, because the game stayed pretty peaceful until lategame.

the holy poopacy
May 16, 2009

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Fintilgin posted:

Haha, I'm the opposite. "poo poo, the Germans/Mongols/Huns? What a waste."

I'm a ~builder~. :keke:

Hey now, the Huns play a stellar builder's game :colbert:

the holy poopacy
May 16, 2009

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A Tartan Tory posted:

The only difference is, you put all that useless wood into rams instead of silly things like libraries or granaries or hospitals!

Wood? Wood is for Iroquois; the Huns build everything out of livestock. Well-polished leather automobiles ply the streets under towering skyscrapers of horseflesh :horse:

the holy poopacy
May 16, 2009

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Davincie posted:

Civ's wont trade a luxury they only have 1 off unless its for a ridiculous amount. Make sure to trade for their doubles and be at least neutral and you will get a friendly even trade every time.

Also, The Cheshire Cat why did you even bother with that citadel?

In one of my first BNW test runs I had an AI accept a 1:1 trade for a resource they only had 1 of, but I haven't managed to replicate it. It's possible they were receiving a copy from somewhere else? I also had a DoF with them at the time which might have contributed, although I've tried the same thing with other DoF partners and it hasn't worked again so far.

the holy poopacy
May 16, 2009

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Cowcatcher posted:

Was it the Dutch? Cause William will do that when friendly.

Nope. I think it was Portugal? I suppose it would be thematic if Portugal was more open with luxury trading, even if they don't get a mechanical benefit the way the Netherlands do.

the holy poopacy
May 16, 2009

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Cowcatcher posted:

Tall should be 1-3 cities, some people say 4 but I don't know if it's worth it in BNW. Puppet everything.

Wide is over 4, but honestly you might end up doing 4 cities and annex a couple of capitals. Raze instead of puppeting to keep happiness up.

I habitually play tall empires and find that extra cities are way more valuable to my playstyle than they ever were before. Each city you add means another route for food to funnel into your glorious megalopolis. :allears:

the holy poopacy
May 16, 2009

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SlightlyMadman posted:

The national wonders frequently aren't worth it in larger wide empires. Granary and water mill aren't desirable if you want to keep a city small. Workshops are really just a building that you build to build other buildings, so that's circular logic (if you don't need many other buildings, you don't need a workshop). Happiness buildings can only provide up to the city's pop, so a small city only needs one or two. So yeah, there's plenty of room not to build stuff if you go wide and have cities that you want to keep small and specialize.

Even for a tall empire where you'd theoretically want to build everything, you'll still frequently need a catapult more than a workshop at any given moment. It's not so much about "is this useful" as "is this the most useful thing I can build right now."

Most notably, if you're going full wide you're probably never going to want to build culture buildings beyond a monument and if you're not going wide Piety you probably won't want temples either (shrines are a maybe.) Also your filler cities aren't going to be casting a wide net to catch a bunch of bonus resources so most of the situational resource buildings are off the table (except circuses, because free happiness never hurts.)

the holy poopacy
May 16, 2009

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Jedi Knight Luigi posted:

Is it best practice to not go for founding a religion as Indonesia on account of their UB? I'm trying them out for the first time at the moment, and it's hard to push away building a shrine because there are two religious natural wonders within spitting distance of my capital.

I'd probably found the religion but not spread it very hard (this would probably be a good opportunity to try an enhancer other than Religious Texts/Itinerant Preachers.)

the holy poopacy
May 16, 2009

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Tulip posted:

So other than America, who sucks? CivFanatics is profoundly unhelpful because there are people who thought that Arabia was the weakest civ pre-BNW.

I don't think any civs suck outright. America is easily one of the weakest, though. Russia and the Ottomans are pretty shabby although they have their uses. France was nerfed pretty massively and may be hurting now, still remains to be seen how hard they were really hit.

the holy poopacy
May 16, 2009

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As of BNW the Freedom tenet is a flat +4 to yield, which is a lot simpler to explain and brings academies more back in line with other GP improvements, since they were so vastly better than most to begin with.

isndl posted:

There's also the World Congress proposal that adds culture to Great Person Improvements, which is available relatively early in the game and can add up to a significant chunk of culture as a result. Most civs are happy when you propose it as well.

Currently playing a Korea game where my goal is to cover the earth in +2 science +2 culture GP improvements :getin:

At first I was kind of disappointed that my specialist supercity of Seoul was only 30ish pop in the modern era despite all the food caravans I was pumping into it, until I realized that I have not used a single farm in Seoul all game.

the holy poopacy
May 16, 2009

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Nuclearmonkee posted:

Yes but this never happens on high difficulty due to the AI happiness bonus.

Honestly, AI happiness generally seems to hang in the same range as mine. :shobon:

To answer the original question: the point of having some Tourism when you're not going for cultural victory is that you can chip away at the unhappiness you're getting from culture-oriented civs with different ideologies.

Mwip57 posted:

After finishing a game as Venice I've decided I don't like the new tourism mechanic at all. It seems like in order to win with it you have to have lots of cities and/or have a science lead to get to the tourism boosting things. This was kind of a shock to me as I decided to play Venice as a tall empire. I was unable to get influential with everyone till turn 550, and the very last civ was the Netherlands which I was forced to basically knock out of the game because they were also going for a cultural victory.

This is pretty lovely in my mind. Cultural victory used to be about having a small empire and was less concerned with tech and killing people off. Now it's win condition is pretty much the same as every other win condition: "Have the biggest and best cities, the most tech, and kill anyone who gets in your way"

Anyone find differently? This was on King and I did make some mistakes, but overall I just felt like I could easily win with other conditions (domination, diplomacy, etc) before winning with culture despite going for tourism the whole game.

Tall culture has always been a slow victory and tech was always pretty important on real difficulties. Kind of hard to win a culture victory in G&K if you're just starting to roll out broadcast towers while someone's building Hubble. Also I'm pretty sure wide puppet culture was the fastest way to get culture wins pre-BNW, so yes it did pay to have a big empire and kill people off.

So far in BNW I haven't done a strict tall game (I like my megacities, but delicious food caravans keep encouraging me to settle a few extra cities) but it feels like a 4 city culture game should rock pretty hard. I've done a 7-city culture win and a 5-city science win, and I think if I had focused culture/tourism on the science game that I'd have done fine going for a culture win. Remember that in BNW tech costs scale with number of cities, so tall civs have an easier time competing on tech.

EDIT: The game feels a lot slower now, I got the science win on something like turn 330 and absolutely no one was within range of victory (the first World Leader vote was a turn or two away, but no one had enough money to buy all the city-state votes needed.) This is standard speed and immortal and there were some very healthy AI players in the game, which pre-BNW would probably mean a loss when launching that late.

the holy poopacy fucked around with this message at 15:54 on Jul 19, 2013

the holy poopacy
May 16, 2009

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PlotDevice posted:

I apparently don't understand the new tourism system at all. I'm trying for a cultural victory and I've been getting a great artist\writer\musician every 4th turn or so but my tourism is only 24 and based on the screen I'm 396 turns from a cultural victory. How does the theming actually work? Do I need to swap great works with over civilizations more? I accidently stumbled into one theming bonus by pairing works from two ages but that's basically it. Please help my dumb rear end. :(

Mouseover the "+0" next to multislot buildings/wonders and it will tell you what you need to do to get a bonus.

Culture is really not an early victory outside of a few very specific shenanigans, your tourism won't really take off until late in the tech tree.

the holy poopacy
May 16, 2009

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BadLlama posted:

If you want to go for a super tall civ is rushing to hanging gardens a viable thing instead of going straight to great library?

As for the American trait if you have the Angkor Wat you can chuck settlers at open territory later game, setup a city and just buy the poo poo out of territory everywhere and its pretty hilarious.

On Emperor+ I rarely even make a pass at the GL and usually do aim for the gardens if I'm going tall, but I still wouldn't skip over Writing.

the holy poopacy
May 16, 2009

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Kalko posted:

wonder talk

On the subject of wonder rankings, I'm starting to suspect the Alhambra is a trap. It's an incredibly good wonder that gives a huge boost to both culture and military strength, but the AI loves beelining for it and you have to give up too much to get early Chivalry unless you're planning a Chivalry UU rush (i.e. Keshiks.) I'm finding I'm vastly more successful if I skip Alhambra and run up the bottom of the tree for Leaning Tower (by this point I usually have a second production city up and running and can typically pick up Notre Dame on the way to Printing Press, which is a hell of a perk.)

the holy poopacy
May 16, 2009

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Kalko posted:

Yeah Alhambra is good but in all of my games even in G&K I never came close to getting it because as you say, Chivalry isn't a priority. Notre Dame is one of the top ones but I only get it if I'm going along the warmongering tech path; in my games so far I've been shooting for early Theology and then Education, then heading back for Printing Press, which is why I always fail to get the Leaning Tower, but I'm going to branch out now and try different starts.

[...]

Borobudur is the best Theology wonder but it's drat hard to get. It gives you six spread religion uses which is like 600-900 faith of missionaries right there. Usually if I was late to the religion party I'd take Interfaith Dialogue and hit neighbouring cities (it worked out to be roughly 1-2 turns off a tech for each use but it does depend on the size of the city, or more correctly the city should be large enough to make full use of the spread power) and I always wanted to get the Great Mosque for that reason but half the time when I could build it I hadn't actually taken the Piety opener. The Hagia Sophia is actually pretty bad because I believe it resets your GP counter when it spawns the prophet and it also increases the cost of the next one.

Playing tall-oriented civs I find I can swing Education and still have a good shot at Leaning Tower (Immortal, Standard), as long as I'm staying the hell away from Guilds -> Chivalry.

If you can afford to delay Civil Service it's pretty easy to get at least one of the Theology wonders, and yeah, Borodobur is the clear go-to if you've got a religion lined up. You need to buy 6 (!) missionaries with the Great Mosque to equal the output of Borodobur, which is more than I think I've ever bought in a single game. I think Borodobur has the worst outputs of the Theology wonders if you count the free buildings from the other two, but it's just so much better that it doesn't matter.

(I don't think Hagia Sophia resets your faith, but it does jack up prophet costs.)

the holy poopacy
May 16, 2009

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Dr. Video Games 0031 posted:

Interesting choice to take march on your archers instead of range. I guess march allows you to take hits from the city and still heal while attacking, but range allows you to be outside of city range while attacking, but that's not always possible due to the terrain I guess. I do suggest taking range ASAP on those guys though. Because range on Gatling Guns/Machine Guns is totally awesome.

You also get experience from being bombarded by the city, though! :eng101: Can help level up archers faster if you have some means of keeping them alive.

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May 16, 2009

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Jedit posted:

That's because it's one of the most powerful wonders in the game for two different win conditions. It's basically a better Terracotta Army plus 30-60 XP on any ground unit built in the city.

Also there are a million civs that have a Chivalry-based UU/UB/UI, so half of the AI civs are going to be beelining Chivalry as their entry into Medieval.

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May 16, 2009

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Jedit posted:

Krakatoa has been fixed to spawn only on workable tiles.

Doesn't fix the underlying problem, since being in workable range does not guarantee that it will ever be practical or useful to claim Krakatoa.

the holy poopacy
May 16, 2009

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Kajeesus posted:

If we're talking about civs that are in a sad state, I'd say Denmark is pretty bad, too. G&K's fixes to naval combat took away their biggest advantage, and a having longsword UU is nowhere near as hot as it used to be. The berserker also loses its best property (+1 movement) when upgraded, while certain other civs get a carrying promotion for any melee unit and a spear -> pike -> rifleman promotion path. :colbert:

On the other hand, free pillaging can be hilarious sometimes. 25 HP berserkers can pillage their way back up to full health and attack all in the same turn.

the holy poopacy
May 16, 2009

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Kooriken posted:

Guess Germany loses the Panzer in favor of the new bank, which is fine since I don't think I've ever used a Panzer in any game ever. Wish they had just made the conversion rate on the UA 100 percent but I guess that would be a little strong. Meanwhile some tenets that needed love got it, and some that needed to be toned down also got what they deserved.

Super excited to play around with the new pantheons, especially god-king. Seems super strong early game.

Landsknechts are out, not Panzers (there's now a Commerce policy that lets you buy Landsknechts.)

Shockeh posted:

Not certain I'm okay with God-King specifically - That strikes me as a 'great all round' choice that doesn't scale, and might end up being the defact choice for a Tall empire. I suppose the trade-off is exactly that it will never scale, but that's still a little poor.

There are plenty of pantheons that will blow God-King out of the water for a 3-4 city tall empire and potentially even for an OCC game. 6 pastures or 6 plantations or 3 stone/marble or 3 gold/silver or 6 iron/copper will give you more total plusses, and those are all very achievable with 3-4 good cities. God-King is a fallback option; it ensures that there is something good for a tall empire even if you don't have any relevant resource-based pantheons (or you miss the one you wanted.) For that matter, I'm not even sure it dethrones Fertility Rites' +10% growth as the fallback for tall.

It's Sun God that I'm watching out for: it's a little situational but holy loving poo poo that's obscenely powerful. It's like Goddess of the Hunt except it applies to resource tiles that are more common and more appealing to begin with.

EDIT: Also haha they gave a buff to Japan (!!!) and not America :911: Although I'm wondering wtf is up with the description of the Hanse, as written it's ludicrously powerful. Maybe they meant +5% production instead of +5? Either way it's loving crazy.

the holy poopacy fucked around with this message at 16:13 on Oct 1, 2013

the holy poopacy
May 16, 2009

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Geight posted:

Since these are beta notes does that imply that they aren't the final draft and subject to change? I'd be surprised if they went another patch without doing anything for America since I could've sworn they explicitly mentioned them.

Firaxis posted:

1. We are using this as an opportunity to correct bugs with the game. Because we are close to release, new features or additions cannot be considered.

Also it looks like the Hanse is +5% production per city-state trade route across your civilization. Which means that late-game Germany can have +30% to +50% production in all its cities (at the cost of missing out on other trade routes including internal food/production caravans, but still. drat.)

the holy poopacy
May 16, 2009

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SlightlyMadman posted:

Yeah, I go Barrage 1-3 every time, because it will help you keep them alive when they hole up on a hill. Once you've got Barrage 3, you unlock Logistics and Range, which are the absolute best promotions no matter what. The only real question is which to get first. Mathematically, it makes sense to get Logistics first, because two attacks means you're earning XP twice as fast so you'll get the next promotion quicker. In practice though, I generally go range first, since being able to keep a cat outside of city attack range means it's basically invincible.

I've never really tried the bonus against fortified promotion, because the AI rarely ever fortifies anything. Really after Logistics and Range, any other promotions are meaningless since it's already an invincible super-unit.

The bonuses for fortified units and cities have been rolled into the same promotion, and it absolutely wrecks poo poo. I'll occasionally grab it if I need a city dead ASAP and can't get the job done otherwise, but otherwise range/logistics are way more important.

the holy poopacy
May 16, 2009

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SlightlyMadman posted:

Is it more than a 100% bonus? If not, two attacks is still better, and arguably two attacks is still better even if it is, because you get twice the XP. Range is probably also better no matter what, because it generally allows you to attack from a completely safe position.

Seems like that might be the promotion to get after those two, though.

It's obviously inferior, but it's available much earlier. That's why I say I only ever take it first if I absolutely need the firepower and can't wait for additional levelups.

the holy poopacy
May 16, 2009

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Apparently they updated the beta today. A few bugs got fixed, XCOM units got nerfed (???), Japan can continue building Samurai after Gunpowder, and the Indonesian Candi no longer requires a water source :woop:

the holy poopacy
May 16, 2009

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The big problem with Rationalism is that most policy trees are geared to reward specific styles of play and make certain choices more attractive: they give you benefits for buildings you might not have built otherwise, for example. Rationalism just rewards you for doing what you were already doing anyhow, though, and attaches benefits to crucial must-have buildings. There's no sense of trade-off.

The only way to reintroduce that element I can think of would be to have Rationalism give you benefits for not building things, like science bonuses for cities that have 0 faith production or something. Or, like, bonus science from city-state trade routes (which you're never going to make unless you're Germany or going for a one-time quest benefit.) Something to create some sense of specialization, instead of just being a bonus for everything.

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May 16, 2009

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Jedit posted:

What's irrational about preferring cities with +3 hammers from Exploration, maintenance free internal connections and access to double yield trade routes?

The weaknesses of coastal cities is that they have a bunch of ocean tiles that are arguably worse than tundra and are vulnerable to naval attacks that can be absolutely brutal. I like the tradeoffs between coastal and landlocked cities, there's a lot of situational benefits at play and there's no clear cut advantage to one or the other.

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May 16, 2009

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The White Dragon posted:

Basically, I know you wanna put a Wonder in your lovely new settlement so it can generate some culture and have a Wonder bonus, but don't do this. Ever.

The hammers don't appear to scale with age, with means that you can get by with this for medieval era wonders in a relatively new lovely settlement but modern wonders won't get done in 1 turn unless you pop them in a core city.

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May 16, 2009

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Defenestration posted:

Are there any known issues with building related happiness not registering? I'm doing a domination victory as Assyria and happiness has been a bitch the whole game despite building every zoo, getting every autocracy happiness policy, and finishing liberty. I tried to buy an armory in my city on the other continent, which should have been +2 happiness (even said so on the build hover info) but it never registered the increased happiness. Could this have something to do with the difference between "local" happiness and empire happiness? (a difference I do not understand)

Ugh I was doing ok until Ethiopia took Freedom and all of a sudden I was 10 in the hole right before I was about to go marauding through Hawaii.

Most happiness buildings provide "local happiness", which only contributes up to a limit of the city's population size. If you take a size 3 city with a coliseum + zoo and build a +2 happy armory you're not going to see any immediate change (although if it grows to size 4/5 the armory will absorb the happiness hit, so you won't see any additional unhappiness from that city until it outgrows its happiness buildings and reaches size 6.)

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May 16, 2009

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Speedball posted:

The reason why Civs favor arts funding is it's a defensive move for everyone to get more culture. It makes it harder for one jerk to overpower their native culture with tourism, more or less. Alternatively science funding favors those who are trying to advance their science or are already ahead of the pack.

Oddly enough though the one time I saw the AI civs all go for science funding was when I was the only one going for culture and was overpowering everyone's lovely culture with modest tourism. :shrug:

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May 16, 2009

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CommonSensei posted:

Plus you unlock the Statue of Liberty which gives all those specialists a hammer on top of whatever else they produce.

And the absolute best pre-ideology policy tree (Rationalism) boosts specialists even further.

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May 16, 2009

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Gandhi takes a while to get going but his ability is really powerful once it gets going. In the mid-late game he's got more happiness to spare than anybody else, letting you run up population everywhere with impunity.

the holy poopacy
May 16, 2009

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Diplomacy is generally going to be the fastest lategame victory under normal circumstances. Culture varies a lot and depends on difficulty level somewhat, since the more heavily culture is contested the longer it's going to be.

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the holy poopacy
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Vil posted:

It basically boils down to the ratio of your cumulative tourism (to them; it's pairwise) to their cumulative culture. I don't think it's based on the ratio of the difference (your tourism minus their culture) to their culture, the way your formula had it.

My guess is that there's a constant or something (maybe varying with game speed) in there too, because even with a lot of +% tourism modifiers, tourism numbers still tend to be smaller than culture numbers. I may be wrong about this, though.

Tourism output explodes in the lategame, and making it to the Internet pretty much guarantees that your tourism is going to overpower anyone's culture, unless there's a massive runaway civ going culture. Also, there are a lot of conditional tourism modifiers, so even before then you can massively ramp up your tourism against specific civs with open borders + a trade route + a diplomat.

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