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cheetah7071
Oct 20, 2010

honk honk
College Slice
Is there a spot that lists all the changes in the patch? I haven't been able to find one (though the answer might have been to download it and look for a readme).

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cheetah7071
Oct 20, 2010

honk honk
College Slice
There's definitely a weird period where you have triremes but they can't really do anything because the main purpose of melee naval units is to fight other naval units.

cheetah7071
Oct 20, 2010

honk honk
College Slice
So I finally got around to trying Vox Populi, and after getting my rear end handed to me in one game, I'm doing pretty well on a second run. Carthage's bonus of 200 gold every time you found a city is seriously amazing, but the real secret to my success is that the ranged cavalry line is borderline OP.

cheetah7071
Oct 20, 2010

honk honk
College Slice

Jastiger posted:

Just watch happiness. I feel like for everything they did to make certain military units more effective, there is another dimension to keep track of. Remember ranged cavalry cant cap cities!

I have no loving idea how but in my first game where I tried to go tall I had to spend a bunch of time thinking about happiness but this time I'm just plopping down cities anywhere and conquering everything and happiness is A-OK.

And skirmishers not being able to cap cities is why they're accompanied by a singleton spearman

cheetah7071
Oct 20, 2010

honk honk
College Slice
Could melee naval units always cap cities and I just somehow missed it, or is that a Vox Populi thing?

cheetah7071
Oct 20, 2010

honk honk
College Slice
So, after a few games of Vox Populi where I got my rear end kicked by happiness in t least three disparate ways, I'm sorta confused by the whole mechanism. I understand what causes crime/boredom/illiteracy/poverty but actually managing them while maintaining a workable empire has eluded me so far. Doing the BNW strat of just settling 3-4 cities leaves you hopelessly in the dust compared to wide AIs because you can plop a city down just about anywhere and have it meaningfully contribute to production almost immediately, and more than offset the science/culture malus with a bit of investment. However, settling every speck of available space makes managing happiness a full-time job and an inevitably losing position as your population skyrockets. So I guess I'm looking for advice on where the happy medium is. I really have no idea and it's frustrating to play 200 turns before sliding into the trash can around 1200 AD consistently.

cheetah7071
Oct 20, 2010

honk honk
College Slice
Yeah being moderately unhappy is obviously fine but don't your cities start flipping at -20?

cheetah7071
Oct 20, 2010

honk honk
College Slice
Just won my first Vox Pop game. I was neighbors with a Poland that decided to completely ignore military in favor of sniping every wonder I tried to build, so I conquered him, and was able to snowball having two capitals into a monster economy. My basic thoughts are that you want to go wide/tall hybrid--that is, settle every single good city location, but don't bother with the crappy ones, since they'll inevitably tank your happiness. Having a specialist based economy is also what you want to be doing (using buildings, trade routes, and We Love the King day to make up for having fewer hands on the fields), but the AI is extremely bad at deciding when to swap someone to a specialist slot (always, unless doing so would make the city starve or something). I ended up running laps around the AIs, with a science victory in 1957 while everyone else was in the atomic age or earlier.

cheetah7071
Oct 20, 2010

honk honk
College Slice
I was playing on Vox Pop prince, with eight opponents. Science specialists everywhere, and a lot of focus on culture as well so I maxed out several social policy trees. I also stacked several great person boosting effects so it felt like I was getting one every few turns, which meant I was could pop the scientists to tech even faster.

cheetah7071
Oct 20, 2010

honk honk
College Slice

Jastiger posted:

I have stacked great persons too...should I be focusing on using them to pop techs or build improvements?

Also, are specialists that important? I tend to let the game default the specialization. I have literally every building built in every city though too, so I don't get why i'm behind.

Specialists seem super important. They're better than working the fields for everything except population growth, but to be honest the main reason you want more population is just so you can fit more specialists in the city. Food can be made for with buildings and trade routes anyways.

I tended to build improvements until the atomic era or so but I dunno if that's actually optimal. The one exception I'd make is to always pop great merchants with a diplomatic mission; a free We Love the King Day in every city is absolutely absurd and outweighs anything the improvement does for you.

cheetah7071
Oct 20, 2010

honk honk
College Slice
I was continuously behind on population until I started having permanent we love the king day. As long as they aren't outpacing you on actual yields it doesn't matter

cheetah7071
Oct 20, 2010

honk honk
College Slice
Does anybody here have any details on how city state bullying really works (in Vox Pop if it matters). Do I really have to try to fit my entire army within a 3-hex radius of the city to make them afraid of me? I have a fairly sizable military and I haven't been able to get them to go along with me. I'm playing Mongolia and I want to bully one of the coastal city states on the other continent into joining me so I can have a friendly port to launch military campaigns from.

cheetah7071
Oct 20, 2010

honk honk
College Slice

JeremoudCorbynejad posted:

It won't work like that - bullying them will get you gold or similar, but you'll end up losing influence with them.

Mongolia's UA in Vox Pop is that you can bully them into joining your civ

cheetah7071
Oct 20, 2010

honk honk
College Slice
Are end-of-game replays always broken in Vox Pop or did I duck something up to break them?

cheetah7071
Oct 20, 2010

honk honk
College Slice
Cultural Victories in Vox Pop seem to be basically impossible without being so strong you could just win another way without waiting 50 more turns for bars to fill.

I was playing difficulty 5 (since I had handily won my last two difficulty 4 games). Due to the tourism modifier you get for not having many cities, I decided to go tall and stopped at 3 since that's the number of artist/musician/writer guilds you can have. This didn't seem to limit my tourism output since I only once had a great person sitting around without a building to slot their great work into, until around turn 400 or so when I had built everything and filled it all. However, the instant I started doing even remotely okay, the AIs all ganged up to pass Travel Ban and suddenly it became impossible to play catchup with the strongest AIs' cultural output. I was gaining on them but it probably would have been turn 600 or so by the time I actually made it--and this is with basically maximum possible tourism output. Even if I would have squeaked in a win before the 2050 cutoff, having a specialist economy basically trivially guarantees a science victory (which it what I ended up taking when I got tired of hitting next turn). And if you decide to just burn everyone with too much culture to the ground, you're strong enough to just win a domination victory.

Basically, for tourism to be a valid thing I think travel ban needs to be eliminated. Eliminate all the supercharged gently caress-you motions like decolonization and global peace accords while you're at it too.

cheetah7071
Oct 20, 2010

honk honk
College Slice
I would always run the max number of specialists I could without starving. The key to running away with science in Vox Pop is to prioritize science buildings and use the scientist slots they provide.

cheetah7071
Oct 20, 2010

honk honk
College Slice
Maybe try offering making peace with Attila as part of a deal with another Civ? I dunno if the requirements are any different to get peace that way, but you can totally get a third party to pay you to end your war sometimes.

cheetah7071
Oct 20, 2010

honk honk
College Slice
The on thing I've noticed in Vox Pop is that if the AI offers peace, you have to either accept it, or be ready for a large number of turns of war, because there seems to be some sort of cooldown on peace negotiations. I've had a number of wars unexpectedly extend because I didn't' want to make peace while I was two turns away from taking a city.

cheetah7071
Oct 20, 2010

honk honk
College Slice
I have successfully initiated peace negotiations in Vox Pop, but I had to try every turn for a while.

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cheetah7071
Oct 20, 2010

honk honk
College Slice
I think in vanilla civ v, the AIs were supposed to be players trying to win, so there's probably some bits of that still left in brave new world

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